Release!


Game Development Process

This game... So much effort. So much effort was put into this game. 126 commits onto Github. So many bugs. So much code. So many assets. We started off by assigning roles and creating a game design document.  We wanted weapon switching, multiple bosses, taking boss's weapons (like Megaman), a style and visual flair like Katana Zero, bosses inspired by Hollow Knight,  tight movement, music-styled levels, and a save system.  Heres how we divided our roles:

TANEIM

  • Project managing, Overall Design, Mechanics, (some) Art, Animations, Style, FX, (some) Audio, Bug testing

SAMI

  • Level Design, Data saving/loading, Mechanics, Bug testing

SEMI

  • Music, Sound Effects,  Background Art, Tiles, Development 

EVIE

  • Design, Concept Sketches, Art, Animations


Playtesting

The results of the playtesting on 10/21/2022 revealed to us that we needed to fix the jump speed, dash to be fixed in the direction of the player, the audio to be added, a reset button to be added,  the colors of the tiles to be changed, some animations, and the scope of our project. We addressed all of those issues, except 1,  fixed them, and added more.  The one issue we didn't address was the SCOPE of our project. The scope Faris was talking about, was having four bosses and four levels as well as the save system. We got it done :)

Files

Dissonance1.1Windows.zip 81 MB
Oct 28, 2022
Dissonance1.1Mac.zip 91 MB
Oct 28, 2022

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