Did some UI work today to prevent users from loading a game when there wasn't a save file, and an extra dialog that pops if there is a save file when they select "new game" so they don't start a game and override their previous save. UI work is fiddly and tedious, but thankfully this time it was easier than I expected.
My final task is setting up keyboard controls. unity handles input really poorly, and so when I would switch between laptop and desktop I would have to change the joystick indexes and other things to make my 360 controller work again. Keyboard and joystick input are separate input categories, so making them work at the same time requires some work, that's something i'm putting off this week because working on the game is really draining
After this I will start the process of playing through the game and maybe doing some balancing. If I can complete the game then I will make a build of the game. If I'm able to complete the game using that executable then I'm promoting that build to release candidate, then I have to start a process at my day job to get legal clearance to release it, because videogame industry.
Not looking forward to this last part as I anticipate several game breaking bugs, they always happen. They sometimes happen. I can't anticipate what breaks the game or not. When I added some basic tutorial dialog that plays during the game's first sections it broke a bunch of things I didn't anticipate, and it took a week worth of sessions to figure out solutions. So, every potentially game breaking bug sets the game back at least a week.
maybe at some point I will feel good about the game's state, but I also anticipate feeling very bad at it as I get closer to the end.