We're a few days away from having a finished engine that we can walk around in
We've all but perfected our character design (minus some bothersome issues with the feet)
And we've got a ton of new puzzles designed.
I have to say, the whole process of designing puzzles is pretty trying. Essentially, in a side-scroller, the nature of every puzzle is exactly the same: figure out a way to pass an obstacle. In the early days, I had taken that a little bit too literally, and I ended up designing dozens of puzzles that all echoes "jump over this" and "move that."
|The puzzles in this early level layout concept image, while mostly not visible, nearly all consisted of "jump"or "move" answers.|
Since then, I've put in a lot of effort and what little brain power I have to making some new events that offer bigger variety than just the location and shape of the obstacle. Unfortunately, each new item means a bigger burden for our programmer, but I guess that's just the way things go in the tragic world of Indie Game Design.