Milestone 6 — Final
This sprint marked the completion of the game's final level, bringing the full three-layer escape arc to life. With Level 3 now in place, players can experience the complete journey from the game world through the kernel and into the hardware itself. Alongside the new level, the team added level-specific backgrounds that give each layer its own distinct visual identity, reinforcing the sense that the Mover and Maker are descending into increasingly unfamiliar and hostile territory. Dialogue and dialogue boxes were polished throughout, giving the character exchanges a cleaner, more cohesive feel that fits the tone of the game. The audio landscape was also expanded with additional music and sound effects, helping each environment feel more alive and reactive. The team also addressed a number of bugs and made targeted tweaks to existing mechanics to tighten up the overall experience.
My primary contribution this sprint was writing and implementing all of the game's dialogue, as well as building the dialogue boxes that display it in-game. Getting the tone right was important — the exchanges between the Mover and Maker needed to feel punchy, funny, and character-driven without overstaying their welcome, so a lot of work went into keeping lines short and each beat landing cleanly. I also contributed to the development of Level 3, specifically working on camera zones, checkpoints, and integrating the dialogue into the level flow so that conversations feel tied to what the player is actually experiencing at each moment. On the mechanics side, I made several targeted tweaks where things felt off during playtesting. One notable change was making platforms delete themselves when they fall off screen, which addressed a performance issue and kept the play space from getting cluttered over time.
By the end of the course the team managed to track down and fix as many bugs as we could find, and I'm genuinely proud of where the game landed. That said, finishing a project rarely means running out of ideas — it usually means running out of time. There are a number of features I'd love to return to in the future. Game saves would make a meaningful difference to the player experience, as would locking levels until previous ones are completed to ensure players encounter the story in the right order. A single player mode feels like a natural expansion that would open the game up to a much wider audience. The dialogue delivery system is also something I'd want to revisit — cutscenes or a more cinematic approach could do a lot more justice to the writing than simple dialogue boxes. Finally, giving the Maker's platforms some actual sprites would go a long way toward making the mod menu feel more polished and intentional as a mechanic.