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DEVELOPMENT LOG

Devlog

Weekly and monthly notes from the games I’m working on: what was added, what I wrestled with, and what comes next.

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26 October – 1 November: what changed across three games

Astral Stroke moved a step closer to release, Blast Rivals got a fresh set of promotional art, and the first level of Project: Respawn was rebuilt from scratch.

Astral Stroke

  • The game is now officially called Astral Stroke; the logo and in-game text were updated.
  • There are 600 levels in total: 400 Normal and 200 Hard. Levels unlock in order, and existing progress is kept.
  • The main menu was refreshed; Normal and Hard are now two separate buttons. The red star is now called the "Hunter star" in the game.
  • The daily puzzle button glows gold with an exclamation mark until you play it, then dims once it is done.
  • Locked levels on the level map now have purple glass locks with an unlock animation.
  • A new app icon, a roughly 28-second trailer and six promotional posters in Turkish and English were made.
  • Automated tests confirmed that all 600 levels and 365 daily puzzles can be solved.

Blast Rivals

  • The game over screen was redesigned: the score counts up, the best score stands out with a crown, and a new record gets a golden glow.
  • Six new promotional images cover Classic, Adventure, obstacles, online matches, records and languages, along with fresh iPhone screenshots and a trailer.
  • New logo artwork shows the Adventure mode with frozen blocks, vines and goals.
  • Four main menu design concepts were tried and a new app icon was made.

Project: Respawn

  • The story and a seven-level plan were written, and the main character, Subject Zero, joined the game with animations.
  • The first level, the Observation Area, was rebuilt from scratch: scientists watching from behind glass, speakers giving instructions and an exam full of surprise traps.
  • The interface was refreshed with a round calibration wheel and a comic-book look, and music and sound effects were added.
  • The points you collect now turn into DNA, and short lessons show how to use it.

Next up: polishing Respawn's first level and trying Astral Stroke's new menu and map on real devices.

The devlog starts here

I opened this page to share how my games are coming along. From now on I’ll post weekly or monthly notes on what I added, the problems I ran into, and what’s next.

On my desk right now:

  • Astral Stroke: in development and device testing.
  • Blast Rivals: store release to be announced.
  • SUBPROCESS: puzzle, level and story design; a Steam release is planned.
  • Project: Respawn: very early; core movement and mechanics are taking shape.

The first real update is coming soon.