Devlog 10
Devlog 10
Hey! Polish week 1’s done and we made some good progress again. Stuff’s starting to feel more like a real game now. Here’s what everyone’s been working on:
Sound
On our sound designer's side, the mushroom section got turned into more of an actual obstacle course, and now it sounds way better too. Music was added to the main menu, animals make more noise (so it doesn’t feel so quiet), and some extra effects were thrown in — like updated fire sounds for the new destroyed area and a toxic mine sound for the death plant thing. Our sound Designer updated the mushroom zone to be a proper obstacle course! On top of that, he tweaked the fire placement around the level to feel more vibrant.
Art
The art side of things got a bit spookier this week.
One artist reworked the start of the level to look more wrecked and war-torn. the foliage and ground look dead now, and the whole area feels like something bad happened there. They also created a landmine that matches their other props, and the fire effects got a nice upgrade to look more stylized with improving the game speed. The main menu got a clean up too, with new buttons, a proper background, and a bug fix so sub-menus don’t overlap anymore. They also changed up the lighting based on some feedback, added spooky warning signs for obstacles, and made the fence look a lot more threatening. And our character finally has proper jumping now! no more awkward floating around.

Meanwhile, the second artist was focused on the mushroom zone. They added some fog to give it more atmosphere, worked on new materials for the characters’ hats, and made a second texture for the bounce mushrooms to give them a bit more variation. They also spent some time just organizing materials and cleaning things up behind the scenes.
Programming
Over on the programming side, one of the devs adjusted the mud obstacle so it actually feels like mud now. It slows the player down more and gives that dragging, stuck feeling. They also fixed a few annoying bugs, like the stretcher not colliding properly with hazards and the camera rotation acting weird. Some remaining controller buttons were properly hooked up too, including a shortcut to bring you back to the main menu. They also moved the camera position a bit so your character sits lower on the screen, which helps you see more of what’s coming up.
The other programmer tweaked the HUD layout, moving the timer into a corner and pushing the balance meter down so there’s more space to see the path ahead. They also did a pass on the leaderboard to make sure everything fits properly inside the widget now. They tweaked many UI menu elements. Finally, they fixed a bug for our bounce obstacle and moved and replaced some scenery and obstacles in the level.
That’s it for now. See ya in week 11, our (possibly) final devlog?! Stay tuned
Files
Get Gnome Man's Land
Gnome Man's Land
Play as two gnome nurses in a two player co-op time based obstacle platformer!
Status | Released |
Authors | David Shumski, Jeronimas, ananananaya, skzmyg, gisellehar |
Genre | Racing |
Tags | Animals, Co-op, Fantasy, Forest, gnome, Local multiplayer, Magic, Parkour, Top-Down |
Languages | English |
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