Jam Devlog


Hour 24:

  • Convert the PK01 texturepack into a tileset with way too many unplanned alterations.

  • Design the map in Tiled with too high guard visual range, too few computers, and space for doors which I had no time to implement.

Hour 25:

  • First line of code, first commit.

Hour 27:

  • Finish the Title screen.

Hour 28:

  • Add the Info screen.
  • Add a placeholder Menu screen.

Hour 30:

  • Load the map.
  • Add the playable player character with a non-final sprite.

Hour 40:


Hour 43:

  • Add footstep sound effects to hint when the player hits the wall while being invisible.
  • Mix the 4 sounds into a single sequence and constanly loop it but only unmute it when the player is not hitting the wall.

Hour 44:

  • Add fail condition and auto saves.

Hour 48:

  • Add money and exit with barebones UI and sprites, without win condition and victory screen.

Hour 49:

  • Throw in the alpha tester, realize that only I know the map, and the player can't even see the bottom side of a corridor from the top side of it, also the guards see the player before the player sees them.

Hour 49 Minute 30:

  • Add free camera movement.

Hour 49 Minute 36:

  • Add win screen.

Hour 49 Minute 50:

  • Publish the game.
  • Retest.

Hour 49 Minute 51:

  • Review the extra challenges and realize that the Flawless Victory would be easy to implement.

Hour 49 Minute 53:

  • Add the Flawless Performance achievement to the Win Screen.

Hour 49 Minute 54:

  • Speed run the game in 95 seconds and publish it again, pray that it won't broke the whole game.

Hour 49 Minute 56:

  • Speed run the published game to validate it's not broken.

Hour 50 Minute 1:

  • Finish the published game with Flawless Performance.
  • Realize that returning to the menu from the Win Screen is broken.

Hour 50 Minute 2:

  • Celebrate!

Files

invisible-issues-0.3.0.zip 24 MB
Jun 21, 2020

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