MegaMare X Dev Update – Apr. 2016

April brings another update and a return to convention season. Another internal alpha is in our hands, and we have been working on new changes since. This one is our 99th, meaning the next marks our 100th alpha! We’re not sure what to do in celebration, but it certainly means something special.

Following our regular alpha playtesting and review, we’ve made some steady progress as a team towards improving our level design. As mentioned in our prior update, we are seeking to make fun and challenging stages. So, over the past few weeks, we’ve been exploring different things we can do in them. Part of this has been trying techniques for using the camera and effective enemy placements, but we’ve also gone into further explore our icy and water terrains. Mostly, these have been focused around specific *encounters* with enemies, which involve a specific combination of mechanics and enemies in a small area. Lately we’ve added some scripted platforms to these encounters, and will have those included in our upcoming build.

Meanwhile, we got feedback on that 99th alpha from a lucky playtester, who provided comments regarding difficulty, secrets, and visual cues. It’s always pleasant to get some hands-on playtesting where we can actually sit down and see what we miss. As expert players and the creators we have a skewed perception and always know what’s coming. In terms of challenge, we want it to be tough but fair, and accessible to a wide range of players and ages.

Over the next few months, the conventions are coming, but we aren’t making any official appearances. However, if you keep an eye out and catch the updates, you still might catch a chance to play. We’ll be sure to post where we’re headed and what to look for.

TL;DR: Almost at the 100th alpha mark, making fun challenges through stage encounters, and we aim to have the game interesting for experienced and new players alike.