Devlog #2


Welcome to the second devlog! Now as of writing this, only 8 people total have even viewed the page for this mod. So... it's quite clear that absolutely nobody gives a fuck. BUT I will keep making devlogs, so that way when the mod releases (and people actually start to care), people can read these devlogs from the start to get a pretty good picture on what the mod's development looked like.

Now enough rambling. Some stuff has changed since the previous devlog, and a good bit of progress has been made on the mod. Despite all of that, there's still a lot that needs to be done. Let's go over what's new, what changed, and what the fuck is going on.


Firstly, Sucrose Snowstorm is now fully P Rankable. In the base P Rank Build, no enemies or collectibles respawn during lap 2, meaning the timer will run out during lap 2 and there aren't enough collectibles to get an S rank. I fixed these issues, tweaked the level a bit in certain parts, and just like that, it's now possible to P Rank! And yes, I have done playtesting and actually done it.


Next up, LEVEL TWEAKS. The level designs of the P Rank Build are... interesting, to say the least. Some of them are good, while some others are absolute fucking dogshit. Throughout development I plan on tweaking bits of level design here and there, just to make it a bit easier or better to play. Now there are a lot of level tweaks planned, (especially for the second floor's levels), but I have done some tweaks to the first floor's levels.

Here's a tweak I did in the first Sugar Rush room of Molasses Swamp:

Sometimes when you attempt to body slam the jawbreaker block below, it doesn't work because there isn't that much height to really body slam from. If you fail to body slam the jawbreaker block the first time, you're basically guaranteed to lose your combo.

In order to prevent this, I added this little space up the top with a big collectible. Body slamming from in that space gives you enough height, and you'll obviously be able to easily break the jawbreaker block.

This is just one of the many tweaks I plan to do to improve the P Rank Build's somewhat flawed level designs, so expect to see a lot of these in the final version of the mod.


Next thing to talk about is none other than Sugarshack Mines.

To put it shortly, this level in the P Rank Build is ROUGH. Maybe even THAT is being too generous. The level is a buggy mess, with missing tiles, inaccessible secrets, tiles present from seemingly an older version of the level, and has a really claustrophobic and unfun level design.

This level is of obviously impossible to P rank, due to most of the secrets being inaccessible.

I plan on completely overhauling the level, by fixing these issues, making the level P rankable, and even completely overhauling the level design in some areas to be just a whole lot better.


There is still LOTS of tiling that needs to be done for a good portion of the levels, especially on the second floor. The next level I plan on tiling is Chocoa Cafe. This is mainly because out of all of the levels that don't have tiling in all of their rooms, Chocoa Cafe has the most. Not to mention it's tile set is decently basic so I won't have to do any super crazy tiling.

(EDIT: I fucking take it back. Chocoa Cafe has this annoying complex pattern shit for its tileset and it is a fucking PAIN to tile. I am so glad the first 9 rooms or so are already tiled, but at the same time this is going to be demoralizing.)

Chocoa Cafe does have some issues with it's level design though, so I'm going to change and fix a good bit of the level's layout to just be overall better.


Anyways, that's about it for this devlog. Sorry I didn't talk about any truly new content or anything planned for the mod. Remember, this mod is in a very early state, and development on it only started a few days ago.

In the next devlog I will have a segment at the end where I will talk about the new floor, THE BASEMENT, and what levels and content you can expect from it.

See you in devlog 3!

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