anyway good morning
I have 1.5 pieces of music to write for my game and then I can start testing it in earnest! Even though the game wasn't done, finishing the ending and "credits" scene and seeing it play out and back through to the title screen was an incredibly cathartic moment. There'll no doubt be some polish to add, and I might go through and add some more facial expressions for the characters too.
After the ending, I had two more updates to the game logic I had to make (adding counters to 100%ing each area individually, and changing cutscene backgrounds dynamically depending on the map you're in), which seemed like they'd be an absolute pain, but I found a far easier solution than I expected for both!
I've been deciding whether or not I want to move on to another game, start a sequel, or make a Riverbank Snaps DX type deal where (if I can find any other creatives willing to partner up) I can turn it into a more full-fledged Game Boy Color type deal with more detailed character art an slightly more breathing room for the explorative elements. All options are really appealing to me! But I think it'll depend on feedback, and people actually playing it outside of my friends - I'm not too fussed either way, I made something by myself, that I like.
I might just do some prototyping and make some super small scope momentary distractions. Snaps is very easy-going mechanically as a game, with no reliance on reaction speeds or multi-button inputs, so it'd be nice to try something on the other end of that spectrum. I really really love fast platformers, and have often wanted to make one. It'd be a hell of a challenge on a Game Boy, but I wonder if there's much trickery you can do to pull off that illusion...
