Weekly Devlog – Week of 04/07/2025


What did we get done this week?

This week LovecraftProject made some solid leaps forward.

The core gameplay loop is almost complete. Here’s a quick recap:

    • The exit portal now properly ends the run.
    • A final screen shows up when you either escape or die.
    • You can return to the main menu after the run ends.
    • Final stats (sanity, health, knowledge) are saved and displayed.
    • The map is fixed for now.
    • We’ve added random spawners: chests, documents, traps.
    • Combat system works with at least two different enemy types.
    • Accumulated knowledge is saved if you escape through the portal.
    • Persistent values carry over between runs (if you finish correctly).

    🧠 Thoughts & mini-dev-crises of the week

    1. Learned not to destroy everything every time I refactor an enum.
    2. Struggled a bit to balance object randomness — still a long way to go.
    3. Brain melted a bit trying to improve interaction design thanks to player feedback.

    🔜 What’s coming next (or so I hope!)

    • A simple tutorial.
    • Option to skip it if you already know how to play.
    • Combat tweaks to make it feel less clunky.
    • Improve enemy movement and pathfinding.
    • Make sure WebGL runs without weird resolution/input issues.
    • Add credits to the main menu.

    Thanks for supporting the development 💙

    If you played, left a comment, or simply followed the process: I send you a big hug from this side of reality!

    LovecraftProject

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