Overview
This is a game we made as a team of 4, with inspiration from Haste by Landfall, and a bastardization of Unreal's physics system.
Tools
Debugging tools once again make a large appearance. Effectively all systems and objects in the game are integrated with the debug system. For example, the grind rails, which shows the AABB for relevancy detection, various boolean parameters as ✅ or ❌, and the generosity height for attaching to the rail, among other things.
This game originates the in-joke that I cannot play any of our games without cheating, with how much I use them.
Playtesting
One of our main goals was to have playtesting from day 1. Playtest-driven development, if you will.For this, we got a prototype level and all core movement mechanics within the first two days of full production.
We then spent the next 2 month continuously iterating on feedback,
making the game feel leagues better with every change.
Wrapup
Looking back and playing the earlier versions, it doesn't even compare in terms of fun.
Now whenever I have to get screenshots, I wind up just playing through the game— writing this included.
There's still more work to be done, but the game is fun.



