Devlog 13th Week


Ana Abreu

MOJO was on Monday, and it could have been better on our end. We didn't manage to develop two levels as we wanted to. We preferred to have only one but polished one rather than two levels with huge bugs. Since the event, we fixed some minor bugs, and the build available here is now updated with those fixes.

If you would like, play our prototype and give us some feedback regarding it. The form to be filled in is available on our previous devlog. Thank you! :)

Rafael Henriques

We had MOJO on Monday and we had a lot of last minute bugs to fix, which made us not able to finish the second level, some of those bugs  we ended up not fixing on time but at least the bigger ones we did fix. Looking back i wish we had started developing the game a little sooner so we had more time, I didn't see the delivery dates for all the projects so I didn't notice how they were all on the same date and that i would spend the last two/three weeks rushing so many things.


Pedro Freire

This week we had our MOJO presentation. It went well but we didn’t deliver on everything we had planned, because we prioritized the polishing of the first level we ended up not delivering a second one.


José Gouvea

The dreaded MOJO week arrived and we didn't have enough time to deliver the demo we wanted. Due to the time constraints, we had to make some last-minute decisions and stick to deliver just one complete level instead of two incomplete ones. We made some fixes in the meanwhile to the gameplay and animation so the game is more fluid now. I wished we had more time but hopefully what we've shown is enough to realize the potential of our concept.

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