May Game - February 2025 Progress Report
Another month has passed! Here's the progress report on my game for February 2025!
Ability Ramifications
Towards the end of January, the gameplay underwent a major change: the main character (May) would now have two abilities: jumping, and whistling. She could now jump over (most) enemies. And she can whistle to "stun" most enemies. These would complement the game's cozy nonviolent theme. And gave players more agency and options than just "walk around the enemies."
This change had major ramifications:
Enemies had to be re-balanced with stunning and jumping in mind.
The game needed a tutorial where these abilities could be taught.
All maps needed to be reworked (ie, deep water was no longer impassable - May could now jump over water.)
The game could be a bit longer, since these abilities will keep the gameplay fresher for longer.
Due to #2 and #4, the world map has been enlarged (from 6x6 rooms to 8x8). The old world map (shown below, in an unfinished state) was no longer needed.
I've been working on the above throughout February, and oh it's been a lot. I started calling this "Version 0.3" internally, because it's such a different game now. "Version 0.2" lasted about a week - a period where jumping and stunning was possible, but not Bits - another major change which is discussed below:
Bits
Since May cannot kill enemies, and therefore, cannot collect "spoils" from them, this game lacked a collecting-mechanic that is common to lots of games similar to this. This also meant backtracking was not going to be fun. If you got nothing from dealing with all those enemies again, then it would be repetitive and tedious.
So, I added Bits: A currency. Bits look like tiny green squares. They can appear in the following two main ways:
1. Static Bits. Maps will have lots of Bits sprinkled around the ground, similar to coins in Mario or gems in Spyro. Once a Bit is collected, it's yours, and won't appear in that spot again. Some Bits will be easy to collect, some harder. You don't need to get them all, but you do need to get a bunch to beat the game. There are several kinds of static Bits:
Regular: Just walk into it to collect it.
Floaty: You must jump to collect it.
Deadly: You must whistle at it turn it onto a Regular Bit, then you can collect it.
Deadly Floaty: You must whistle at it, AND jump to get it.
2. Random Bits: Enemies will sometimes spawn with a Bit on them:
If a Bit is on an enemy's head, you can jump over the enemy to get it.
If a Bit is afflicting the enemy, you can whistle at it to get the Bit off of them.
Bits should make maps must more fun to explore, and let players decide whether which ones are worth getting or not.
Playable Demo
I started working on a demo to use for an initial internal playtesting period. This will consist of about 1/2 the final game. Enough to get feedback on the gameplay and initial impressions from playtesters. All of the following were worked on in February towards that end:
Created a new 8x8-room overworld concept map, with general layouts, plus a new list of all other maps and their layouts.
The underground cave tileset was improved significantly.
Lots of changes to the overworld tileset (especially tall grass, water, and dirt paths)
An indoor house tileset was added.
Started working on a "garden" tileset.
Lots of changes to main quests, NPCs, and sidequests.
Lots of bugfixes.
Switched to Godot 4.4.rc1 for the game engine, to make sure everything still works before they do an official release.
Improved the minimap.
Overhauled the main village area to be 3x3 rooms in size, including a tutorial on abilities and enemies.
TL;DR The concept layouts for maps are basically done, and now I need to put them in the game, add the updated enemies and NPCs, and quests. The game's world can be fully explored, but it's very bare.
This has been a very productive month for me, which seems crazy because it's also been very stressful for other reasons. But being able to work on this game in the afternoons has been very calming yet energizing.
Games Played In February
I continue to try new games for inspiration:
Spyro Reignited: Spyro 2 and 3: Solid games and very relaxing 3D platformers. Spyro's abilities give these games a very different feel from many other 3D platformers, where jumping is the main focus. But here, it's more about charging, flame breath, and gliding. It's nice.
Chico and the Magic Orchards DX: A short but sweet GameBoy-Color themed game about a squirrel who rolls a large walnut around to solve puzzles. I love the GameBoy, and squirrels, so this was a must-play. :D
Song of Nunu: A story-driven 3D-puzzle-platformer. Made by the same devs as RiME - another game I enjoyed. Despite being a spinoff game, this game is very, VERY good. A lot of love and care went into it, and the result is beautiful. If you like puzzle-platformer games, especially ones with dual-protagonists like Brothers: A Tale of Two Sons, or you like Ghibli-like stories about a kid and their magic beast friend, you'll like this too.
Ending
That's my February dev log. Thanks for reading! I am hoping that the demo-version of this game will be in a playable state by the end of March, but we'll see.











