Devlog 5


Devlog 5: Shaping the Experience, Balance, Level Flow and New Animations

Introduction: Refining What We Built

Welcome back!

In the previous entry we introduced the Bomber and discussed how the hook was becoming too dominant. This week has been about refining things rather than adding large features: balance changes, traps, movement adjustments and steady level development.

It isn’t the flashiest update, but the game feels more grounded than it did a week ago.

What Did We Do Since the Last Devlog?

This update mainly focuses on changes that make the game easier to read and easier to expand.

1. The Hook Now Has Real Limits

The hook can no longer be used freely anywhere.
It now connects only to specific tiles placed intentionally in the level.

This instantly changes the flow of movement. The hook feels more like a tool you plan around rather than a universal escape option, and level design now has more control over how players navigate space.

2. Traps and Checkpoints Working Together

We added traps that instantly kill the player.
Touch one, and you respawn at the most recent checkpoint.

It’s a simple system, but it introduces tension and rewards careful execution. Clearing an area feels more earned when there’s something at stake.

3. Player Movement Adjustments

We tweaked acceleration, speed and general handling.
The character feels a bit more stable and predictable, especially now that hazards and enemies coexist in the environment.

These values will likely continue changing as development evolves.

4. Level Progress Continues

The level keeps growing piece by piece.
More layouts exist, enemy and trap placement is being tested, and navigation paths are starting to feel intentional rather than experimental.

With limited hook usage, movement routes matter more now — some jumps require timing or planning instead of relying on the hook as a shortcut.

5. The Bomber Now Runs

The Bomber now has a basic running animation.
It’s still simple, but it helps the enemy feel more alive and makes it easier to read at a glance.


More animation work will follow soon.

What Comes Next?

With more features being added over time, the code behind the player is becoming harder to maintain. The next steps will focus on stability and structure so future additions don’t become harder than they need to be.

Short Term Goals

• Reorganize and clean up the player movement code
• Complete the Bomber animation set (idle, run polish, explosion telegraph, post-explosion behavior)
• Implement a basic health system for the player so damage doesn’t always mean instant death

Long Term Goals

• New enemy variations that take advantage of the player health system
• Continue building level structure with checkpoints and traps in mind
• Begin early visual style exploration (tiles, backgrounds, UI)

That’s all for Devlog 5.
This update is more structural than dramatic, but it strengthens the foundation for everything that comes next. Each step makes the game a little clearer to play and a little cleaner to build.

Thanks for reading.

Get Delirium protocol <name of the game>

Leave a comment

Log in with itch.io to leave a comment.