A longer post. Im still experimenting with the level design to find a good direction. I know this game will have a core good audience, but it will take time to build it up; it's not a viral hit type of game. Im still trying to find the game's identity, which art will help with that, but limited on the types of styles I can do with the time I have. Plus, it takes time to find the identity for games. The end has a play through of a playtest build im working on for next month. Obviously, everything is still a WIP.
The movement is fun, fluid, and snappy. But I still feel the game is lacking the uniqueness, which again, I do know it takes time to find that and make it good. Im starting with a core foundation and then trying to find what makes it click, and it may just be the movement for all I know, and need to lean more into that. That is the big challenge when starting a new game is that you need to build the tech for the game, but don't know fully the game you're making. I, of course, have a core that Im building towards, but finding that uniqueness while also needing to simultaneously build the tech is a tough one. Going back and forth from creative to technical, to the reality of what you can achieve, is a challenge.
Anyway, I wanted to blurb about what I've been doing. Having design sessions is something I miss. Being able to hear others thoughts helps a lot, even if you don't agree with them or goes against the goals, because it keeps thoughts moving and makes you defend those core pillars. So I use the next best thing, the void of the internet!