Devlog #8I completely forgot to post yesterday’s devlog, and that mistake ended up costing me 5 hours. It was definitely frustrating, but I guess that’s part of sticking to a challenge like this—building the game is only half the job, documenting the journey matters too.On the development side, I made good progress despite the setback. I refactored parts of the enemy AI state machine to make transitions between Patrol, Chase, and Attack states more reliable, reducing animation glitches during combat. I also fine-tuned hitbox timings and attack cooldowns so enemy encounters feel more responsive and fair. Along the way, I fixed a few collision issues where enemies could occasionally get stuck against TileMap edges.To keep the project maintainable, I reorganized several scenes and scripts, reducing duplicate logic and making it easier to add future enemy types. It wasn’t the most exciting work, but it made the codebase much cleaner.Losing five hours hurt, but the game itself is in a much stronger state than it was a few days ago. Every bug fixed and every system cleaned up is another step toward the first playable milestone.
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