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Devlog 3 — Player Dash + Connected Dungeon Layout

Today I worked on improving the player movement and testing how the game feels inside a bigger dungeon space.

I updated the Snack Cellar from a single room test into a more connected dungeon layout. Since the map is now using full hand-drawn room backgrounds instead of a tileset, it fits the hand drawn style much better and feels less stiff.

The goal is to eventually have customers send the player into different dungeon layouts, so I’m starting to test how connected rooms might feel early.

I also worked on the player’s dash. I didn’t want a boring generic dash, so I made it more like a Panic Twirl Dash.

The player spins forward, uses a goofy dash expression, and leaves transparent afterimages behind. I’m still tuning it because the dash needs to feel useful in bigger rooms, not just look cool.

The biggest changes today were:

  • tested a connected Snack Cellar layout
  • improved player scale/readability
  • worked on the Panic Twirl Dash
  • added stronger dash movement
  • added visible afterimages
  • tested the dash inside a larger room space

Next, I want to keep polishing the dash feel, then move toward the first attack or enemy so the room starts becoming playable instead of just movement testing.

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