June Dev Update – The Rewinder 2
[p]The beginning of June was tough. A familiar environment changed unexpectedly, so I took a short break to reset—spent some time with family, went on a trip, watched a few films, and revisited some screenwriting books to clear my mind.[/p][p]Mid-month marked the official start of the Rewinder 2 remake.[/p][p]Most of this month was spent reworking the narrative and refining character development. On one hand, the story needs to integrate the newly added rewind dream levels. On the other, we're addressing some long-standing narrative structure issues:[/p][p]The Rewinder 2 has a large cast of NPCs, but many lacked depth, making it hard for players to feel invested in them or their stories.[/p][p]Key world-building elements were introduced too late in the plot, leading to a disjointed experience that felt like a deus ex machina.[/p][p]Some of these problems now have clear solutions; others still need time and iteration.[/p][p]The rest of June was spent drafting a new opening sequence and laying the groundwork for several ewind dream levels levels.[/p][p]This remake has turned out to be far more demanding than I initially expected. A book on screenwriting once said: After the darkest night of the soul comes the final battle. For me, finishing this remake is that battle. Whether the ending is happy or bittersweet, this story isn't over yet.[/p][p]Thank you to everyone who's shown us care and support. If you have thoughts on the story or the rewind dream levels, feel free to leave me a message—I'd love to hear your ideas.[/p]