Welcome back! We've been on summer hiatus from our thesis game, Last March of the Dodos, but we're reunited and ready to bring our game to the next level (yes, I just said that). Based on test sessions with several different groups over the summer, we've re-evaluated a number of aspects of our game. After deciding that we are on the right path to where we want to end up, we're confident that we can make it all come together by our end-of-October IGF submission deadline.
While the engineering team is focused in large part on fixing bugs and addressing overall functionality, we've also got them working on a new shop feature that is available in real-time so that players can purchase traps as they need them--at a price, of course.
From the art team, we've established some concrete rules for creating concepts and true assets. We feel that we struggled to find our style early on, but that by following our new criteria we can make a truly cohesive, exciting aesthetic to display the in-game carnage. As part of this, we also have a new outsource artist who is helping us complete all the assets we'll need. Please welcome Sasha as you take a look at some of her ideas!
Finally, we've also determined that we need a true face for the players as they go about hunting the last surviving Dodos. Look forward to some artwork depicting the shady characters who are bent on leading these adorable (but not too bright) island fowl to their ultimate demise!
- Troy