Giving Time to Time - Slowing Down Development


To give time to time is to be more patient, as even though time itself changes things, sometimes it needs to do so slower.

I have decided to slow down in the game’s development, I realized how quickly I’ve been releasing updates, which has led to some core aspects of the game being… not particularly great. One main example of this are the enemies, which have a very bad difficulty wall (because it’s really not so much a curve currently), and the fact that nothing is taught in-game. This coupled with the not-so-simple systems I have in mind isn’t exactly great.

I realize that part of this is that I’ve been too neglectful to these aspects, but another reason is that I’ve been pushing myself to go too fast. Ideas don’t get enough time to actually develop and I don’t give myself time to wholly make use of the feedback I receive. I still don’t know if I’ll move to a weekly snapshot system, but it is very likely that that will be the case.

Other things I’ll focus on once I’m done improving the enemies are the sound design and music, but don’t expect a lot of the latter. I already have some experience designing sound effects for Treize, and I can mostly copy Treize’s SFX folder and put it in Obsidian Glow’s. Music is the one that isn’t my strength, so I may actually not do anything about it, but I have been playing around with LMMS.

And that is all for this devlog, just a little note that I’m slowing down development to make things better in quality, polishing some base aspects of the game that should honestly have been at least okay from the beginning.

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