Progress Report 07/06/2026: Spawn Animation Complete + Level Design Begins!
Hello!
I hope you had a great week ❤️
Since the last update, development has moved forward in a big way.
I’m very happy to announce that I’ve finally finished all the core animations needed for the demo release🎉!
Animation and art have been the biggest challenge and the main bottleneck of the entire project.
With this major challange is outta the way, I’ve started working on level design.
Before jumping straight into building the first game rooms, I’m taking time to create solid, reusable components that I can use across all maps.
Today I want to showcase the first four of these systems:
Room Warper
Platforms
Summon Zone
Camera Lock Zone
Ambush Zone (a combination of the spawn trap + camera lock)
Room Warper
A component to move between rooms quickly, very important to test out new rooms quickly
Together with this component now we have a option in the code to select the starting spawn room, which will be important to use together with the upcoming Save System
Platforms
A classic on platformers, allows you to stand on it and go down by pressing down + the jump buttom, you can see them in action in the other preview gifs
NPC Spawn Zone
A area that spawns enemy on set locations when you pass through it
We can tweak which npc will spawn, it's location, level, name, current clothes equipped and any other upcoming properties that i'll implement later
Camera Lock Zone
A area that locks the player camera on a fixed spot, it works by changing the current camera limits to match the current rectangle of the area selected, we can easily set up different sizes for the current area that is locked and the system will do its magic automatically
Ambush Zone
is a combination of the NPC Spawn Zone + Camera Lock Zone + A Physical Boundary Limiter
Here’s how it works:
When the player enters the Ambush Zone:
The camera locks to a fixed position
Waves of enemies begin spawning
Physical barriers appear at the same boundaries as the camera lock, preventing the player from escaping the fight
The area only unlocks and returns full control to the player once all enemies have been defeated.
I’m currently wrapping up the final tests and checking edge cases to make sure everything feels reliable and polished.
I’m really excited about this new phase and having fun with it, the project is moving from pure asset creation into actual playable level content!
Whats next?
I did some small changes on the roadmap to add a few more features i didn't list before and new ones that i wanna use for the level design,
like the objects features for example which is a simple feature and won't increase the release date that much
Aphrodisiac puddles
Locked gates & gatekeeprs
Player current target HUD
Objects
Expect more updates very soon with screenshots and videos of the upcoming new systems in action.
Thank you so much for your continued support!