New Art, Sharper Pixels & Puzzle Reworks


Hey everyone! 

It’s been a busy 2.5 months! We’ve been heads-down working on polishing the game's feel, identity and visual stability, so here’s what we've been cooking:

New Game Banner / Key Art

We have officially updated our key art! You can see the new Banner and Capsule art live on Steam, here on Itch, and on our Discord.

It captures the vibe we’re aiming for much better - let us know what you think!


Puzzle Rework (We heard you!)

We received feedback that the physics-based puzzle movement felt inconsistent. So I reworked the system to be grid-based, while keeping the core idea of the shooting mini-game intact: A perfect / near-perfect shot now moves an object a full tile while less accurate shots move it partially (1/4 tile increments).

The Result: Much more consistent movement that lets you plan your strategy without fighting the physics.


Major Rendering & Visual Upgrade (Big Under-the-Hood Change)

As you know, the game mixes pixel art with high-res elements (UI, cutscenes, shaders). Previously, I used some "hacks" to make these coexist, but it was prone to hiccups.

So what changed?

  • The entire game now runs through a viewport-based system
  • The game effectively renders in two separate layers:
    • One viewport for pixel art, locked to its intended resolution
    • One viewport for high-resolution elements

Result: everything now renders exactly as intended, with sharper visuals and no hacks or workarounds

Convention Bug Fixes

We squashed a handful of minor bugs discovered during recent conventions. The next build will be cleaner and more stable! 🥳

These changes are setting the stage for the rest of development. If you haven't already, please consider adding the game to your collection or wishlist!
We have more exciting news coming soon.
Stay tuned! 💜

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