We've been hard at work, and things are coming along nicely in our Beta Build. In one way or another, we've all worked to improve our new puzzles, and we're very satisfied with the fruits of our labour. Therefore, following up on our last game design news, we have more puzzle-related content to share.
In this regard, although this Beta Build will serve mainly for testing purposes and may not accurately represent the final build in terms of game art, we're making an effort to continuously improve the way things look, regardless of how inconspicuous they are. The Devil (or God, depending on the point of view) is in the detail, after all. So we went back to our Log puzzles and changed the log's opacity, allowing players to glimpse Loowa's moving body inside the log. What do you think of this effect?
Then, it was time to go back to one of our very first game development tests: the parallax effect simulation. We have yet to implement many of our background assets in our Beta Build, but things are, quite literally, moving already on the short distance between one puzzle to the next:
Last, but not least, we proudly present our flower puzzle, remade from this initial test. There will be a few more tweaks down the road, mainly in the animation/transition from bud to open flower, but the most important parts are here. When you complete the flower bud and the branch falls, it lets rays of sunshine pass through, making the flower bloom, which covers the hole and makes it possible for Loowa to move forward in the path.
Any comments or suggestions?