Full notes
Full Welcome to Brightville update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
Welcome to Brightville changes
This is an early look at one of the levels we’re developing for Welcome to Brightville.
We’re currently testing how combat design, enemy movement, and level layout interact with one another. A blockout like this lets us work on these systems in context.
Do jumps feel natural? Is there space to react to fast-moving enemies? How fast should they be? Can a city layout still support exploration and ranged combat? Some of the enemies can even crawl on walls; that's also a mechanic to consider in level design. At this point, the focus isn’t on aesthetics, but on clarity and cohesion.
Only when it works do we move to visuals. We want to be sure Brightville plays as well as it looks!
Source
Changelog.gg summarizes and formats this update. How we read updates.
