I have added improvements to the checks for the dash and sprint. Making sure that it will only dash if it was a quick and light tap. After some tests done this is the best version so far, it is proving consistent for now.
With that out of the way I went to improve and finalize the story for the Clock Cottage. My method for the creation of this level was to create puzzles and mechanics then derive some story for there. While good notes and narrative came from this approach, I think for the next one I will flesh out the story fully before I actually start creating the stage. That way the story will heavily inform my decisions rather than the other way around. With that said I am happy with what I ended up adding to the Clock Cottage. A few more new entries and items to read and find. It ties in everything in well enough.
Besides that I made sure the lengthy sounds of the items stop playing once you put them down. Doesn’t make sense to still be hearing flipping pages if you aren’t even looking at it anymore.
Since the game is a case to case chapter approach there is no driving plot. There is an overarching story, the mystery and other properties hidden within the magic systems. So, I have a good idea of where I want the game to end. I should figure out what a good number of stages are. Or maybe I will just keep making them until I am truly out of ideas.
Added save buttons to the unique settings. So it is more deliberate for players when they want to save their settings. I took it a little easier today as I have other things I need and want to get done. But I have started listing out more of the bigger things on my to do list. Tomorrow I will begin working or mostly experimenting with the last and most ambitious power in the game. It has to do with time so it will be as difficult as I imagine it to be.






