Update log
Full High Fructose update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
First Update With Some Handcrafted Levels!
Movement is a huge part of this game, so I’ve been paying close attention to how the levels affect that.
Procedural levels are great because they add variety, but they can also hurt the kind of flow I want movement to have. Handcrafted levels let me shape that experience more intentionally, which means better flow, stronger encounters, and spaces that are just more fun to move through.
So with this update, I’m starting to mix handcrafted levels into the waves. I've only added 2 new ones so far but I currently have 5 prototyped and will be adding them soon.
That doesn’t mean procedural levels are going away. In fact, after a lot of playtesting, I found they actually make certain objectives more interesting.... especially charging the shrine, since its location can change from run to run. That randomness keeps the objective fresh and makes each run feel a little different.
So really, the goal is to combine the strengths of both approaches.
Personal Update
Also, on a personal note: if you saw my last update, you know I recently had a pretty major eye surgery. Recovery is going well. My left eye probably won’t ever be quite what it was before, but things are moving in the right direction.
I’m also wrapping up some freelance work with id Software at the end of the month, which means I’ll be able to get back to working on this game full-time again.
I’ve also got a pretty exciting announcement about the game coming soon, so stay tuned.
Source
