New build of Purrgatory, a cat metroidvania where you make your way through the Egyptian underworld.
A big piece of feedback that we got through playtesting last week (and the weeks before) is that our story was lacking or unclear. So for this week, we made the story a focus, adding in an opening cutscene and a character that the player can speak to. Aside from the additions to the story, the name of the game this week was content! This project is being made for a class with an exposition coming up just next week, and we wanted as much of coming week as possible to be focused on polish, so we took the chance this week to add some limited version of everything we wanted to see in the game. A pretty natural question is "why add all this content if no one at the expo will have time to play through the full game." The answer is basically that our team decided we didn't want to focus on tailoring our game for the exposition. Instead, we wanted to focus on making the best game we could, and if we do well in the expo, that's a bonus.
One part of the content this week was a HUGE expansion of the map. There are now three areas. In the caves below, you fight a deity possessing a sarcophagus. In the jungle, you fight Apep, the fearsome snake god of chaos. And finally, in the dessert you can find a deity who controls the souls of those who never made it to Aaru (Egyptian mythology's analogue to heaven). Each boss gives you a piece of the heart scarab, which together allow you to safely reach Aaru. Aside from expanding the map, this week was largely spent implementing the latter two of these bosses, and implementing the art for the sarcophagus boss.
Next week we plan to mostly polish. This means aesthetics, fixing bugs, better performance, adding new attacks to bosses, doing a final pass on the level design, and a million UI tweaks. We also hope to expand the number and type of upgrades available in the world.