Scarred Steel Devlog #34 - Releasing The Game Tomorrow: Closing Points
[p]Hey guys,[/p][p]So, after a journey that started all the way back in June, the finish line is finally here, but I've realized the hard way that making a game look pretty doesn't mean much if the "guts" aren't working yet.[/p][p][/p][p]In this devlog, you’ll see:[/p]
- [p]The "Visuals First" Trap: My struggle with prioritizing aesthetics over core logic, which left me scrambling to fix game-breaking progression bugs just days before the deadline.[/p]
- [p]Council Mechanics & Story Flow: I finally nailed the transition between Sequence 1 and 2, plus implemented the system where killing council members actually grays out their names and removes their debuffs.[/p]
- [p]The "Release or Bust" Moment: Realizing I've pushed the date back so many times that I just have to "get it out" and accept the criticism, even while I'm still nervous about whether an update will wipe player saves![/p]