Week 12 – Grinding

Overview

Week 12 was mainly about grinding on details based on continued internal and external playtest feedback. As Softs got closer, the team focused on making the build clearer and more intuitive, especially around navigation, shrine readability, player guidance, and narrative communication. This week was less about adding big new systems and more about improving how the existing experience was introduced and understood.

Weekly Focus

  • Continue iterating based on internal and external playtest feedback
  • Improve narrative, navigation, and tutorial
  • Prepare the build for Softs

Progress Update

Tech

  • Focused on getting the build ready for Softs by fixing bugs and making things more intuitive
  • Improved mist-cast visuals and mist-cast advice
  • Added and refined more shrine interaction effects and activation feedback
  • Made shrines more noticeable with permanent lights and glowing attractors
  • Added and updated cutscene text at shrines and for collectables
  • Improved firecracker UI and shrine-related firecracker reset logic
  • Moved the mist-cast UI closer to the player, and only when casting
  • Changed the sprint so it no longer slows down in mist, but drains more energy
  • Fixed multiple terrain, decal, mist, collision, and shrine-related issues
  • Continued dealing with crashes and lighting-related frustrations

Art

  • Updated basic enemy silhouettes
  • Updated the lantern enemy texture
  • Updated environmental assets for Section 2
  • Updated the skybox
  • Updated terrain
  • Updated lighting effects
  • Updated the gourd bottle model
  • Updated the firecracker model

Sound

  • Updated SFX for narrative pop-ups
  • Adjusted SFX volume when in the mist

Design & Production

  • Redesigned Section 2-1 based on the latest playtest feedback
  • Updated Section 1-1 again to continue improving navigation
  • Added Section 0 as a tutorial space
  • Updated pop-up control instructions
  • Added Celestial Court narrative on shrine activation
  • Added the Celestial logo to each shrine to improve pathfinding
  • Continued running Playtest Night and regular playtests
  • Reworked Section 0 again after realizing the mechanics still were not being communicated clearly enough

Notes

This week was a heavy polish and clarity week. The more feedback we gathered, the more it became clear that strong ideas alone were not enough if players could not easily understand what to do, where to go, or how the mechanics were supposed to work. Because of that, a lot of this week went into improving navigation, tutorial, and narrative support, though mechanical communication still remained a challenge by the end of the week.

Next

  • Finish preparing the build for Softs
  • Continue improving mechanic communication
  • Keep refining Section 0 and other key onboarding moments
  • Push overall polish on navigation, readability, and player guidance

Media

New Cutscene for Mist Abilities
Lantern Enemy Behaviour Update