Weekly Devlog – Week of 06/27/2025


What we did this week

- Fixed collision issues  

- Added dialogue popup  

- Implemented new UI layout  

- Added key system  

- Added doors and portals activated by keys  

- Fixed enemy collision bug  

- Added camera shake on player damage  

- Reduced enemy movement delay  

- Added 5 readable documents  


Thoughts & Reflections

While working on the MVP, we realized that having all final content isn’t necessary—what truly matters is building a playable loop that communicates atmosphere, tension, and intent. We focused on systems that reinforce the game’s narrative tone: sanity affecting the UI, documents offering player choices, and clicker-style combat that demands constant attention.

We also made some key decisions:

- Focus on the exploration loop and its mental consequences  

- Keep combat simple, but with time pressure  

- Build a UI that feels clear but fits the Lovecraftian mood  

- Use placeholder art without losing the project’s identity  

One of the biggest challenges has been balancing mechanical systems (turns, interaction, inventory) with their visual and narrative expression in 2D—especially with limited resources.


Next steps

- Add more objects to interact with  

- Introduce new enemy types  

- Create a randomized document system  

- Test alternative level layouts to improve pacing and flow  


Thanks for following the development 💙  

_Lovecraft Project_  

Files

Build.zip Play in browser
11 hours ago

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