Sprints
Complete the level before the showcase
Creating a rump to end the game with a fun bang
Testing and readjusting the ramp to fit to allow the player to gain rotate. Placing roads to allow the player to get enough speed to complete. Improved the rocks and spacing between them added more to create a safer and easier jumping between, changed their material and added a rigid body to all of them to make the alternative routes to the last checkpoint boulder.

Added flags and additional checkpoints, now the red flags represent where to go and the next checkpoint.

Wanted the road to loop and create a fun movement for the player as a final challenge. Got positive feedback from friends in the movement and feel of the ramp, and adding adjustments to character movement and max speed to allow them to perform the swirl
At first tested a slightly highermovement speed and max movement multiplier which proved little difference.
Having doubts on the road working due to the player not being able to reach high enough.
Instead decided to place a smaller road and to put it in an angle to stop the player from jumping onto them
This led me to want to place the ramp in a slightly downhill angle to allow the player to gain more momentum and maxed the move speed and movement multiplier to see how high the player could reach on the loop.


Retessting and making sure the road and the swirl is possible and mediocre to do. I didn’t want the puzzle to be easy I wanted the player to feel when they see the ramp to get speed and complete it, even though I haven’t managed the character to complete a full 360 on it I made sure I knew the point of how high you can get on it and marked it to place the road that leads to the bridge. It took several tries to get it exactly right, but eventually the I managed with ease to complete it and even had a friend playtest it and see how they manage. Which after two tries they could do it easily.
After facing problems during the public play testing, with reverting and GitHub management. I managed to open an additional brunch with on GitHub. The issue I believe occurred due to multiple users updating on a single time which caused the saves to clash. I managed to make the rock obstacle longer as well during this time.

With the tutorial being complete and easier instruction of where to go through the low walls I’ve placed allowing the player to see where they are meant to go, and the flag at the top of block to signify the next checkpoint and where to go. I even added a fake road that if the player turns it would slowly balance out and trick the player into falling just for the fun of it, which got the players laughing with a mix of a slight frustration. The respawning in the game doesn’t impact the player’s progression necessarily rather increases the time it takes them to complete it. The game’s forgiving respawns I believe balanced the difficulty out that even players with a slight to no experience in gaming could enjoy the game progressing at their own pace rather than punishing for falling.

I chose to complete it on a bridge because that bridge is the connection between the city to the peak of the mountain (the highest peak to the lords) following Parker’s GDD the narrative follows a hollow world with the lords harnessed which made me ask my team to create a similar concept and create a colourful character in a dark coloured environment. In addition I recoloured it to look in the almost a Wassily Kandinsky style, the simple shapes of the trees and mountain look like in the style of his paintings which the colours drawn to me, the colours dark but powerful create a feel of autumn leaves which I very much liked.
I believe this obstacle allowed the level to be fully completed and had friends playtest it meanwhile I tweaked the distance, the size of the ramp and the player overall max movement multiplier to work better and increasing the reliance on speed in the game, which I got positive responses for.
Week 12
Final adjustments remade a branch with our game’s saves as mentioned in the Playtesting tab, regaining the save and working on a separate branch on GitHub. Readjusting the settings and testing the mechanics and repeat until the movement and level can be done smoothly.