Fortnightly Update #2


This week, I’ve been focusing on developing new gameplay mechanics to bring more variety to mission types—specifically in how players complete their objectives.

I’ve been experimenting with systems for stealth-based missions (which will connect to the burglary mechanics), as well as quick-time and sequence-combination events. I’ve also been researching ways to incorporate puzzle elements into dungeon quests, so that not every storyline ends in a straightforward boss fight. The goal is to create more diverse and satisfying quest conclusions.

On the world-building side, I’ve completed the second pub, which will serve as the hub for a character tied to the next major questline.

Additionally, I’ve been finalizing and integrating a range of in-game visuals—things like magazines, posters, and other ambient images scattered throughout the world. These assets will appear in both exploration areas and burglary scenes, as well as character portraits for questline cutscenes.




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