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Last Bell Postmortem (Week 13)
What Went Well
1. Core Mechanics and Feel
The grappling hook mechanic was the standout feature. Most playtesters found it satisfying and fun, and its inclusion added verticality and creativity to movement. The combination of sword slashing and fireball casting gave players tactical variety and agency, especially once they became familiar with the controls.
2. Art and Atmosphere
Despite limited resources, the game succeeded in delivering a cohesive visual theme. The gothic visuals, stylized characters, and dark tone contributed to a consistent aesthetic that players found memorable and tonally appropriate.
3. Playtesting and Iteration
Early and frequent playtesting allowed us to identify key issues with controls, tutorialization, and player onboarding. This iterative process directly influenced changes such as adding on-screen prompts, improving enemy feedback, and fixing grappling inconsistencies.
What Could Have Been Improved
1. Tutorialization and Onboarding
Initially, the game lacked any form of tutorial or explanation, resulting in confusion during early playtests. While we later implemented text prompts, a more structured and gradual onboarding system (e.g., a dedicated tutorial level) would have greatly improved first-time player experience.
2. Combat Feedback
Combat lacked audiovisual impact—hits didn’t feel weighty, and enemies didn’t clearly react to damage. Players often felt unsure if their attacks were effective. Knockback animations, enemy hit reactions, and better sound design would greatly enhance the tactile quality of combat.
3. Technical Bugs
The grappling system, while praised for its design, suffered from minor but noticeable bugs—such as inconsistent collision detection, camera jitter, and animation bugs (e.g., looping falling animations even while grounded). These bugs undermined the otherwise strong traversal system.
4. Enemy Behavior
AI behavior was basic. Skeleton archers occasionally shot in the wrong direction, and werewolves lacked variation or reaction patterns. A more nuanced behavior tree or state-based system would make combat encounters feel more dynamic and strategic.
What We Learned
Player expectations matter: Even short games need clear controls and onboarding to prevent frustration.
Feel is everything: Grappling and movement felt fun because we invested in smooth transitions and flexibility. The same philosophy should have been applied to combat.
Early iteration works: The issues we addressed early (e.g., traversal bugs, level readability) saw meaningful improvement because we tested often and adapted quickly.
Tools have limits: GDevelop was useful for prototyping, but we ran into engine limitations when implementing more advanced features like dynamic camera movement and AI. Future iterations might benefit from transitioning to a more robust engine if the scope expands.
Next Steps / Hypothetical Future Development
If Last Bell were to be taken further:
Develop a proper onboarding/tutorial level
Fully overhaul combat feedback with VFX, SFX, and responsive enemy reactions
Expand level design to include branching paths, secrets, and narrative beats
Improve AI and enemy variety (e.g., shielded enemies, flying enemies)
Compose an adaptive soundtrack that reflects player momentum and scenario tension
Consider switching to Unity or Godot for more scalability and polish potential
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Devlog Update: Onboarding, Grapple Fixes, and a First Pass at the Soundtrack (Week 12)
As development continues on Last Bell, we’ve been focusing this week on improving first-time player experience, polishing traversal mechanics, and beginning work on the game’s soundscape.
Improving Onboarding with In-Game Prompts
Following our recent playtest sessions, one of the most common pieces of feedback was the lack of tutorialisation. Many players reported feeling uncertain about the controls and unaware of available actions, particularly in early gameplay. To address this, we’ve begun implementing a contextual text prompt system.
Grappling Bugfixes and Polish
Traversal is central to Last Bell, and the grappling hook mechanic in particular is one of the game’s most unique features. However, several bugs were uncovered during testing—including inconsistent collision detection, unresponsive triggers, and occasional camera snapping when the grapple missed.
We’ve overhauled the grapple collision system to better account for edge cases and player velocity. Grapple points are now more reliably detected, and the camera behavior has been adjusted to remain smooth and centered during failed attempts. These changes make grappling feel more intuitive and less frustrating, especially for players encountering the system for the first time.
Introducing a Soundtrack via Strudel
We’ve also begun composing an original soundtrack using Strudel, a live-coded, generative music tool. The goal is to create a soundtrack that adapts to the rhythm of the game, blending eerie ambient textures with rhythmic motifs that reflect the tension and movement of the player’s journey.
Our first pass includes layered arpeggios and pulsing bass patterns that shift subtly based on gameplay intensity. Using Strudel allows us to experiment quickly and generate procedural music that can be shaped to match the game's mood dynamically. We’re exploring ways to integrate this with in-game states such as shifting tone when entering combat or discovering new areas.
Soundtrack - https://strudel.cc/?5GQJUC74hNxN
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Devlog Update: Playtesting Summary for Last Bell (Week 11)
We’ve recently completed our first full round of structured playtesting for Last Bell, focusing on the core mechanics, level design, and overall player experience.
What We Tested
This playtest session aimed to evaluate the following key elements of the prototype:
Player traversal, particularly the grappling hook mechanic
Combat systems, including sword attacks and fireball casting
Enemy behavior and AI, featuring skeleton archers and werewolves
General level navigation and environmental interaction
User experience, including control discoverability and feedback
Key Findings
Several important issues and successes were identified through both observation and participant feedback:
Grappling mechanics were well received and felt responsive, though minor collision inconsistencies and occasional camera jitter during missed grapples were noted.
The falling animation sometimes remained active after landing, causing confusion and breaking immersion.
Skeleton archers occasionally aimed in the wrong direction, reducing combat challenge and clarity.
Combat feedback was lacking—players expressed a desire for more visible and audible responses to enemy hits, such as knockback or flinch animations.
Controls were not communicated clearly; many players were unaware of key mechanics early on due to the absence of an in-game tutorial or HUD.
Navigation issues were observed in some areas, where environmental cues were not sufficient to guide players intuitively through the level.
What Worked
The core gameplay loop of traversal and combat was engaging, with players experimenting creatively with both mechanics.
Enemy and environment themes received positive feedback and effectively supported the intended tone and atmosphere.
The inclusion of both melee and ranged combat provided flexibility and strategic variation.
Planned Changes
Based on these findings, the following improvements are being prioritized:
Implementing clear control tutorials or prompts
Refining animation transitions, particularly for movement states
Enhancing enemy hit feedback (knockback, visual/audio cues)
Fixing enemy targeting and AI inconsistencies
Improving camera behavior during grapple use and failure states
Adding environmental guidance (lighting, level design cues) to assist player navigation
This round of testing confirmed that Last Bell’s core systems are functional and enjoyable, but highlighted key areas for polish and improvement. The feedback has provided clear direction for how we can move forward in making the game more accessible, satisfying, and immersive.
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Week 10 Post
Big progress on Last Bell this week! Two new enemies have made their way into the game: a Werewolf and a Skeleton Archer. The Werewolf is all about fast, punishing melee attacks, while the Skeleton Archer keeps you on your toes from a distance with well-timed volleys.
To balance things out, the player now has more tools to deal with them. You can swing over danger using the grappling hook, giving you a dynamic way to reposition or completely bypass enemies if you're clever about it.
We've also added sword slashing and fireball casting! Slashing is quick and responsive, great for close-quarters combat. Fireballs offer a ranged option, but they’ll cost mana—so use them wisely.
Everything’s still rough around the edges, but it’s exciting to see the gameplay loop starting to take shape.
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Week 7/8 Post
Today marks a major milestone for Last Bell the one sheet is officially complete! Distilling the essence of the game its gothic atmosphere, fluid grappling mechanics, swordplay, and spellcasting into a single page.
Development has also officially begun for the game with the first step being implementing art assets such as the character and enemy sprites and environment tile sets. The grapple mechanic had been completed in earlier weeks but next up is the bell toll mechanic which acts as the timer system for the player. A bell tolls every two minutes and after 6 tolls the player loses the level.
Take a look at the onesheet included with this post!
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Last Bell
Building upon the initial platformer elevator pitch from back in week 2, I have decided that for Assignment 2 I will be further iterating upon the grapple as a core gameplay mechanic of Assignment 2. Here is my initial elevator pitch of Last Bell.
Last Bell — A gothic 2D sidescroller where time is your greatest enemy. Wielding a razor-sharp sword, powerful spells, and a versatile grappling hook, you ascend the haunted towers and shadowed depths of an ancient castle. Battle monstrous foes, master arcane magic, and swing through treacherous ruins with acrobatic precision. The final bell is approaching, stop the dark summoning ritual before it tolls and all is lost.
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Week 4 Post
Big progress on the hookshot game! The core mechanics are coming together—now, when you fire the hookshot, it pulls you toward the surface it collides with, making movement feel fluid and fast-paced. To make traversal even smoother, I’ve also added a ledge grab mechanic: if you hit the edge of a platform, you’ll automatically be pulled up to the top instead of stopping short.
On top of movement, I’m also working on adding attack functionality with the hookshot. It’s already feeling super fun to swing around, but there’s still plenty to refine. Next steps include fine-tuning movement, experimenting with different surface interactions, and expanding combat mechanics.
Check out the GIF to see it in action!
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GDevelop Elavator Pitch (Week 2)
Swing, strike, and soar in Hookshot Havoc! This action-packed GDevelop platformer lets you navigate treacherous levels using a dynamic grappling hook—swing between platforms, dodge hazards, and pull enemies into range for devastating attacks. Master momentum-based movement, chain combos, and uncover hidden paths as you hone your skills. With fluid physics, fast-paced combat, and tight controls, Hookshot Havoc delivers an exhilarating experience that keeps players hooked!
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Introduction
Hey there, I’m Blake! I’m a game programmer with a passion for VR and graphics programming. Currently finishing up my final year of a Bachelor of Games and Interactive Environments at QUT, and I’ve been lucky enough to work on some cool projects like Windstriders (a VR capstone project with the Victorian Institute of Sport) and Pie Stop.
I specialize in shader work, gameplay mechanics, and rapid prototyping with Unity, Unreal, and a bit of C# and C++. I’ve got a strong interest in stylized games, immersive VR experiences, and the intersection of gaming and training tech.
Right now, I’m diving into making a VR game where players can conjure the elements using hand gestures! I’ll also be working on a platformer for the IGB120 unit. Excited to share my progress and thoughts on game development, tech, and creativity here.
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