December Status and Plans for 2019
Added 2018-12-27 17:35:42 +0000 UTC
SUPER BASIC SUMMARY:
There are going to be some notable changes to the core gameplay, but builds are going to be very sparse for a bit after the next one, since I need to make a bunch of concept art (which will be posted) as I plan for these changes, and seek others to form a small team for this game. I also got sick this month AND had to go out of town which didn't help lol
THE ACTUAL DEAL:
Aside from audio, Puro is currently a solo venture, and while this was fine and dandy at first, completing the entire game in this fashion withing a reasonable time is mmmmmmm a bit too much, I think! Especially when it's like this month, where development is outright halted multiple times due to family trips and colds. So (team huddle) here's the game plan:
- Though my time with my work computer will be a tad limited during this time, I am going to release the next build hopefully within the next two weeks, showcasing some of the new features listed below.
- After the next build is released, I am going to shift my focus almost entirely to producing concept art to aid both current and future team members, as well as planning new content around the changes to the game's main mechanics. Excluding very heavy spoiler content, I WILL be posting this concept art to the patreon regularly. I now have access to a tablet, letting me draw anywhere, so this does not conflict with the work computer situation.
As mentioned above, there's been a small yet critical change in the game's core mechanics, which I am super excited about, though it is part of the reason there was no build this month, as I had to adjust the rest of the game around it. Here's a quick breakdown:
- All the mechanics involving grabbing and disposing items has been retained. You can still throw a sword straight down to double-jump, etc
- Puro now has access to a twirl move (think the spin from Mario Galaxy), which allows her to stall in the air and give her a little extra distance. This is helpful for avoiding enemy attacks and making the timing of certain segments in the air a bit easier.
- Since it's redundant with the twirl move, Puro can no longer wall jump off of any surface, only a specific wall type. However, wall jumps off these surfaces do not degrade.
- Shatter attacks (primarily the throwing attack and double-jump) are being emphasized as a damage type rather than simply doing extra damage at a range. There's going to be a lot of things that can only be effected by shatter attacks, but all objects that require this will brandish a yet-to-be-determined symbol, making it easy to spot. A handful of bosses will only be susceptible to shatter attacks until stunned, at which point the player can go wild with melee attacks for a bit.
- To go with this, there are going to be some weapons that can only be thrown, appearing during puzzles and being produced by boss attacks.
- Most importantly, to make melee weapons distinct from other weapon types, Puro's weapon holding stance got a lot cuter and I love it:

As always, thank you for understanding, and thank you SO SO MUCH for your continued support! This game wouldn't have come as far as it has without your help, and I am extremely grateful for this.