
Current wood temple look, Yuhuai
This week, our team took time to reflect on our Playtest Day experience as a group. We identified major issues and focused on resolving critical bugs, including problems with colliders, maps, mechanics, and player guidance. These fixes are essential for improving the gameplay experience and moving our project closer to a polished final state.
One of the most important milestones this week was our final feature lock on Tuesday. From this point on, no new features will be added—allowing us to focus entirely on polish, optimization, and refining what we’ve already built. With the goal of having a fully playable and polished project by the end of April, our team is pushing forward with dedication and clarity.

Running through current game as a team for notes and discussions
Individual Contributions:
Albert
- Revised the Wood Temple design based on playtest feedback.
- Tested and fixed several bugs to improve overall level functionality.
Lisa
- Fixed collider issues in the Cave and Central Scene.
- Resolved problems with the Vista Point damage area.
- Updated decals for indirect controls in the Cave.
- Edited the totem area and placement.
- Removed the grab function from the Central Area for clarity and flow.
Yuhuai
- Added new collectables as currency to the game system.
- Polished VFX and detection for Wind Magic, improving player control and visual feedback.
Xixi
- Iterated on the Wind Temple blockout and environmental art based on feedback.
- Organized the bug list, categorized issues by priority, and helped assign fixes.
- Led a team playthrough session to synchronize understanding and vision within the group.
Tianyi
- Created vertical wind mechanics for elevators.
- Developed a new waterfall material.
- Designed a Gaussian blur material for visual effects.
- Added death particles to enhance feedback on player failure.
Wuji
- Implemented enemy movement restrictions.
- Assisted with bug fixes and hint logic across levels.
- Added death information and delayed respawn mechanics using Deadpool.
- Adjusted hurt UI logic for better readability and consistency.

UI Design Enhanced, Ashling
Ashling
- Polished and refined the UI design across the game.
- Redesigned the dialogue box for improved clarity and aesthetics.
- Implemented dialogues into the game, integrating them with the narrative flow.
Looking Ahead
With feature development complete, the focus shifts to polish, stability, and final narrative integration. We’re in the home stretch now excited to push toward a finished, playable experience that represents the heart of Project Quessant. Stay tuned as we move into the final phase!