Thursday Turn Out - 03/19/2026
On Monday, I said that I’d like to finish Beatdown in the Holler’s prototype level, implement my infinite-scrolling code, and place grappling posts and enemy respawn points. How’s that going, you ask? I mean, I assumed you asked. You wouldn’t be reading this if you weren’t interested you know what I’m rambling let’s just move on.
I’ve laid all the groundwork for the map. First, here’s the tileset I’m using:

Nice, muted colors that won’t detract from the enemies or the combat. How do I know they won’t detract? Because I also sketched out the prototype map and colored in enough to make sure:

That’s twenty-one, respawning enemies in total. Seven melee attackers, seven projectile attackers, seven flying attackers. I’ve tried to place them in spots that provide challenging combat, but I don’t know yet if that’ll be the case. I also don’t know if twenty-one total enemies is too many for a 1,024x1,024-pixel map (64x64 tiles), too few, or just right.
I suppose that’s why I’m creating a prototype and asking people to playtest, right?
On that note: I’m going to open invitations for playtesting over the next few weeks. Playtesters will get access to the prototype through itch.io and a link to a Google Form for feedback. While I’ll create a page to sign up for playtesting, the easiest way to ensure you get an invite link is to subscribe to the newsletter: I’ll send the invite to everyone on the list.
Saturdays are my big gamedev days, as I essentially have the entire day to myself. Check back on Sunday to see if this week’s to-do list got...to-done? Is that right? Whatever. Come back then to see if I stuck to the plan.
As always, thanks for reading!