Design document · Last Call
Game design document
My BYOG 2026 game jam design doc, 11 pages: story, characters, the five levels, maps, SAATHI, art, sound and the must-have and nice-to-have plan. Some plans changed in the finished game.
Last Call: game design document
BYOG 2026 · Theme: Everything Is Temporary · Designer: Saathvik (Working title was "Kaal: Everything Is Temporary". Kaal stays the villain's name.)
Game at a glance
Last Call is a top-down sci-fi pixel-art action game with 5 levels. The title points to the distress calls that start every level, and to the final call: Mira's voice asking "Papa, are you coming?" Veer, a cargo pilot, lands for fuel, answers distress calls and becomes a Ranger, then loses everything he saved. The art target is highly detailed pixel art. The camera and gameplay stay top-down.
| Item | Decision |
|---|---|
| View | Top-down, 2D sci-fi pixel art, set entirely in space (no Earth-like places) |
| Levels | 5 (3 rise, 2 fall including the boss) |
| Play time | About 35 to 45 minutes |
| Engine | Unity (2D, URP) |
| Controls | Keyboard and mouse |
Story check: open endings (all closed)
| # | Question | How we close it |
|---|---|---|
| 1 | Is Kaal still alive after he stabs Veer? | With his last breath, Veer tells SAATHI to overload his suit core. The blast kills Kaal. Both die. The Void is gone for good. |
| 2 | Are Meera and Mira really dead? | The intro cutscene shows Prithvi-9 explode with them on it. The voice Kaal uses in Level 4 is Veer's own old recording, and SAATHI says so. |
| 3 | Who is the young pilot in the final shot? | Tara, the girl from Kora (Level 1). In Level 4 Veer puts her on the last evacuation ship with his cracked shield plate. The final shot shows her grown up, wearing it, flying Asha II. |
| 4 | Why do planets fall after Veer leaves? | Kaal tells him directly at the end of Level 3: he follows Veer through Void portals and destroys every world Veer saves. |
| 5 | Why do the upgrades break? | Each upgrade runs on a Core Crystal gifted by a planet. When the planet dies, its crystal goes dark. SAATHI explains this in Level 4. |
| 6 | What happens to SAATHI? | Her last act is the core overload. She says goodbye on screen. |
Result: one clear ending. Veer wins, dies and takes Kaal with him. Tara survives and becomes the next Ranger.
Characters
10 named characters plus 5 enemy types.
Main cast
| Character | Role | Who they are | Where |
|---|---|---|---|
| Veer Dev | Player | Cargo pilot who becomes a Ranger. Lost his wife and daughter when Prithvi-9 was destroyed. Keeps answering distress calls because each voice reminds him of Mira. | All levels |
| Kaal, the Fallen Ranger | Villain, final boss | The greatest Ranger who ever lived. Watched every world he saved die, so now destroys them first and calls it mercy. | Transmissions from end of L3, boss in L5 |
| SAATHI | Personal AI assistant | Veer's ship and suit AI. Hints, objectives, warnings and story lines. Glitches as the armor breaks. | All levels |
| Meera | Veer's wife | Died on Prithvi-9 | Intro cutscene, L5 memory key |
| Mira, 7 | Veer's daughter | Died on Prithvi-9. Her line "Papa, are you coming?" drives the story. | Intro, L4 (faked by Kaal), ending |
NPCs
| NPC | Planet | Role | What they give |
|---|---|---|---|
| Tara | Kora (L1, L4) | Girl Veer saves in the market. Becomes the next Ranger. | L1 quest giver; gets the shield plate in L4 |
| Tara's Mama and Papa | Kora (L1) | Star-spice trader and turbine technician | Rescue targets in the L1 quest |
| Elder Rana | Kora (L1) | Colony leader | Fuel cell and Kora Crystal (Shield) |
| Zoya | Meru (L2) | Engineer, runs the fuel depot and upgrade shop | Fuel, Meru Crystal (Spread Shot), shop |
| Chancellor Rao | Soma (L3) | Head of Soma's council | Quest: activate the city's defense towers; Soma Crystal (Laser) |
Enemies (the Void)
| Enemy | Behaviour | First seen |
|---|---|---|
| Shard Drone | Small, flies straight at you | L1 |
| Void Gunner | Keeps distance and shoots | L2 |
| Swarmlings | Groups of 6 to 8 tiny fast enemies | L2 |
| Void Brute | Big and slow, high HP, charges | L3 |
| Void Wraith | Teleports and attacks from behind (foreshadows Kaal) | L4 |
Level-by-level design
Levels 1 to 3 build Veer up. Levels 4 and 5 take everything away. No level starts with a fight: every level has a calm arrival, an event, a quest and a return to the ship.
Why Veer keeps landing: fuel and distress calls
Veer's ship Asha (Hindi for "hope"; Mira named it) is his old cargo ship. Its jump drive burns one fuel cell per jump, so he must land on every planet to refuel. While the tank fills, a distress call always comes in from the next planet. Every voice reminds him of Mira, so he always goes.
The 4-step level flow
- Arrive (calm): land, walk, talk to people, explore. No enemies.
- Trigger: refuelling starts, then an attack or disaster hits.
- Quest: an NPC gives hints. Explore the map, solve a task and fight the Void on the way.
- Resolve: return to Asha, get the fuel cell and Core Crystal, and the next distress call plays.
Core Crystals
| Planet | Upgrade earned | Breaks |
|---|---|---|
| Kora (L1) | Shield (absorbs 3 hits) | Start of L4 |
| Meru (L2) | Spread Shot | Middle of L4, when Zoya radios that Meru has fallen |
| Soma (L3) | Laser Beam | During the L5 boss fight, phase 2 |
Scrap from enemies buys permanent stat upgrades (damage, fire rate, HP) in Zoya's shop, so the player still feels some progress after crystals break. Dash (Space) is a base ability from the start.
Level 1. Kora: The Market (tutorial)
- Map: Kora trading colony under a giant glass dome on an alien moon: holo-market, holo-fountain plaza, coolant canal with a turbine station, fuel depot, dome shelter. 4x3 screens.
- Arrive: Asha lands with 3% fuel. SAATHI: "Fuel depot is past the market. Let's be quick." Walk through the busy market and talk to 2 or 3 people. Teaches move, dash and talk (E).
- Trigger: at the depot the fuel bar starts filling. Explosions. Shard Drones attack. SAATHI teaches aim and shoot in a small fight.
- Why he fights: SAATHI says it isn't their fight, but a girl screams for help and her voice sounds like Mira.
- Quest "Find Tara's parents": Tara hides under a broken stall. "Mama sells star-spices near the big holo-fountain. Papa works at the coolant turbine, past the energy bridge."
- East: fight through the burning holo-market to the holo-fountain and save Mama.
- West: the energy bridge has lost power. Puzzle: pull the turbine lever and reroute coolant to restart the bridge. Save Papa.
- Escort each parent to the dome shelter (safe zone) while drones attack.
- Optional: 3 hidden villagers for bonus scrap.
- Resolve: the family is reunited. Tara: "Will you always come back?" Veer: "I'll try." Elder Rana gives the fuel cell and the Kora Crystal.
- Distress call: Meru. "They're attacking the generators. Our children are in the shelters. If the power dies, the doors open. Please, anyone." Veer: "I'm not leaving children waiting. Not again."
- Length: about 8 minutes.
Level 2. Meru: The Generators
- Map: industrial city with streets, factory yard and the shelter. 4x3 screens.
- Arrive: land at Zoya's fuel depot. She refuels Asha and points to the generator plant.
- Trigger: the Void cuts the main power line. Shelter doors start to open. Void Gunners and Swarmlings appear.
- Why he fights: the children in the shelters are exposed if the power fails.
- Quest "Restore the power": find 3 missing fuses hidden around the city (Zoya gives hints by radio). Puzzle: switch 3 power panels in the right order to reroute power. Then defend the 3 generators for 2 minutes.
- Resolve: the shelter doors close safely. Zoya gives the Meru Crystal and opens her shop.
- Distress call: Soma Royal Council. "The whole Void army is coming for Soma, home of 10 million people. Ranger of Kora, you are our only hope." SAATHI: "They called you a Ranger, Veer." Veer: "Then let's be one."
- Length: about 8 minutes.
Level 3. Soma: The Capital (peak)
- Map: the largest map. Grand city with palace square, 4 districts and walls. 5x3 screens.
- Arrive: crowds welcome the Ranger. Chancellor Rao asks for help.
- Quest "Raise the shields": the city's 4 defense towers are offline. Find their codes by talking to citizens in each district (an engineer, a guard, a child, a priest), then activate each tower while Void Brutes attack.
- Final fight: survive 3 big waves in the palace square with every weapon. This is Veer at his peak.
- Resolve: the city cheers. Chancellor Rao gives the Soma Crystal. Veer records a message for Mira: "I'm not too late anymore, beta."
- Twist distress call: Tara, crying. "Ranger? You said you'd come back. They came back. Grandpa Rana is... please, you promised." Kaal breaks into the signal: "You saved Kora, Ranger. I unsaved it."
- Length: about 10 minutes.
Level 4. Kora: Ruins (the fall)
- Map: Level 1's map, burned and broken. Same market, fountain and mill, all in ruins.
- Arrive: silence. The Kora Crystal goes dark and the Shield breaks. SAATHI explains the crystals.
- Quest "Find Tara": search the places from Level 1 (her stall, the holo-fountain, the turbine). Collect 5 survivors and lead them to the last evacuation ship. Void Wraiths teleport in from behind.
- Mid-level: Zoya on the radio. "Meru is gone. My shop is gone. Veer, just survive." Spread Shot breaks.
- Resolve: Veer finds Tara and gives her the cracked shield plate. "Keep this. Be braver than me." The evac ship leaves.
- Final call: Mira's voice. "Papa, are you coming?" SAATHI: "It's fake. It's your old recording, coming from Kaal's fortress." Veer: "I know. I'm going anyway. This ends now."
- Length: about 8 minutes.
Level 5. Kaal's Fortress and the boss
- Map: dark fortress with corridors and 3 memory rooms (4x3 screens), then a circular asteroid arena.
- Arrive: Asha crash-lands. No way back. The minimap is full of static.
- Quest "Memory keys": find 3 keys to open the throne room. Each key plays a short flashback: Meera, Mira, Prithvi-9 exploding.
- Boss phase 1: Kaal at full power. Veer still has the Laser.
- Boss phase 2: Soma falls mid-fight. The Laser breaks. Only the basic blaster is left.
- Ending: Kaal falls. Silence. He teleports behind Veer and stabs him. Veer tells SAATHI to overload the core. Both die. The final cutscene plays.
- Length: about 8 minutes.
Cutscenes, travel and galaxy map
5 cutscenes, about 4 minutes in total: animated pixel-art panels (slow pans, zooms, text) made in Premiere Pro, exported as MP4 (1920x1080, H.264) and played with Unity's Video Player. Every cutscene can be skipped with Esc.
| # | When | What it shows | Length |
|---|---|---|---|
| 1 | New game (intro) | Veer flying cargo. Mira on the radio: "Papa, are you coming?" Prithvi-9 explodes with Meera and Mira on it. Years later, Asha drifts with almost no fuel toward Kora. | 60 s |
| 2 | End of L1 | Tara's family reunited. Elder Rana: "You fought like a Ranger. The galaxy needs one." | 25 s |
| 3 | End of L3 | Soma celebrates. Then Tara's call and Kaal's first transmission over burning Kora. | 40 s |
| 4 | Start of L5 boss | Kaal on his throne. Shows his old Ranger badge: "I was you once. I saved them all. They died anyway." | 30 s |
| 5 | Ending | The stab, SAATHI's goodbye, core overload, white flash. A black beat (no text: the theme is never written on screen). Then grown-up Tara lands Asha II on a quiet planet, wearing the cracked shield plate. | 80 s |
Shorter story moments (NPC talk, distress calls, crystals breaking, L5 flashbacks) happen in-game with dialogue boxes so the player stays in control.
Travel between planets
- Level complete screen.
- Galaxy map: a star map with Kora, Meru, Soma and the fortress. Saved planets light up and connect with a line. In Act 2 they go dark one by one.
- Flight scene (5 to 10 s): Asha flies through the jump tunnel while SAATHI says one line. It also hides loading.
- Landing and the level intro card.
Asha changes with the story: clean and bright in Act 1, smoking with a flickering engine in L4 ("Jump drive at 40%, hold on"), and it crash-lands in L5. Kaal needs no ship. He travels through Void portals, which is how he reaches planets right after Veer leaves.
Maps and minimap
Top-down pixel tilemaps built in Unity's Tilemap editor, 4x3 to 5x3 screens each. Each planet has its own tileset and palette.
| Level | Map | Size (screens) | Key areas |
|---|---|---|---|
| 1 | Kora village | 4x3 | Docking pad, holo-market, fuel depot, holo-fountain plaza, coolant canal, turbine station, dome shelter |
| 2 | Meru city | 4x3 | Zoya's depot, factory yard, 3 fuse spots, power panels, generator plant, shelter |
| 3 | Soma capital | 5x3 | Palace square, 4 districts each with a tower, city walls |
| 4 | Kora ruins | 4x3 | Level 1's layout, burned: cracked dome open to space, broken holo-market, dead holo-fountain, sparking turbine, evac ship |
| 5 | Fortress and arena | 4x3 plus 1 | Corridors, 3 memory rooms, throne gate, asteroid arena |
Rules for explorable, playable maps
- One screen is 480x270 pixels (upscaled 4x to 1920x1080). Tiles are 16x16.
- Every map has a clear start, a clear goal and 2 or 3 routes between them. Never one straight corridor.
- Mix open areas (for big fights) with narrow streets and alleys (for tension).
- Put cover (stalls, crates, walls, pillars) in every fight area.
- Hide side areas with scrap, villagers and small lore items to reward exploring.
- Use big landmarks (holo-fountain, turbine, palace, towers, docked ships) so players can find their way without the minimap.
- Make the goal area the brightest spot and lead the eye with light.
- Reuse Level 1's map in Level 4, burned and broken.
- Layer the detail: ground tiles, a detail layer (cracks, grass, debris), props, then a top layer for roofs and tree canopies the player walks under.
Planet palettes
| Planet | Main colors | Mood |
|---|---|---|
| Kora | Amber, teal, glass blue | Lively trading colony |
| Meru | Orange, steel grey | Busy industrial |
| Soma | Gold, white, purple | Grand capital |
| Kora ruins | Desaturated Kora plus fire red and ash grey | Loss |
| Kaal's Fortress | Black, purple, sickly green | Dread |
Minimap (top-right corner)
- A second orthographic camera above the map renders to a Render Texture shown in a UI RawImage. Icon sprites sit on a Minimap layer only this camera sees.
- Size: 160x160 px with a pixel-art frame.
- Fog of war: unexplored areas stay dark until the player visits them.
- Icons: player (white arrow), enemies (red), NPCs (green), quest target (yellow star, pulsing), scrap (blue), safe zone (green house), ship (blue ship).
- Off-screen quest target: a yellow arrow on the minimap edge points to it.
- Tab: full-screen map of the level.
- Story touch: in L4 the minimap flickers with static. In L5 it is mostly static, and gone in the arena.
NPCs and interactions
6 talking NPCs and about 14 short conversations, each 2 to 4 lines. Walk close and a "Press E" prompt appears. E opens a dialogue box with portrait, name and typewriter text. E or left-click moves on. Gameplay pauses while talking. Distress calls play as radio messages over gameplay.
| Level | NPC | What happens | Effect |
|---|---|---|---|
| L1 | 2 or 3 market villagers | Small talk on arrival ("Fresh star-fruit, pilot? Just landed from the outer rings!") | Teaches talking; builds the world |
| L1 | Tara | Asks for help finding Mama and Papa, gives the 2 hints | Starts the quest |
| L1 | Mama, Papa | "Who are you? Did Tara send you?" | Follow you to the shelter |
| L1 | Elder Rana | Thanks Veer, gives fuel and the Kora Crystal | Unlocks Shield |
| L2 | Zoya | Refuels Asha, then gives fuse hints by radio | Starts and guides the quest |
| L2 | Zoya (shop) | Short line, then the shop menu (also opens between later levels) | Spend scrap on stats |
| L3 | Chancellor Rao | Asks Veer to raise the 4 tower shields | Starts the quest |
| L3 | 4 citizens (engineer, guard, child, priest) | Each gives one tower code | Quest steps |
| L3 | Tara (radio) | "Everyone on Kora is talking about you!" | Peak happiness before the fall |
| L4 | Survivors | "Ranger? You came back?" | Follow you to the evac ship |
| L4 | Zoya (radio) | "Meru is gone. Just survive." | Spread Shot breaks; shop closes for good |
| L4 | Tara | Veer gives her the cracked shield plate | Closes open ending 3 |
Silent NPCs (no dialogue) fill the scenes: market crowds, kids playing, guards, cheering crowds in Soma. They are sprites with idle and run animations and simple run-away behaviour when the attack starts.
AI assistant: SAATHI
SAATHI (Hindi for "companion") is the AI Veer built into his ship and suit. She talks through a small portrait box in the bottom-left corner. Her lines appear for 4 seconds and never pause the game. She is the player's guide, and her slow breakdown is part of the story.
| Job | When | Example line |
|---|---|---|
| Teaches controls | L1 tutorial | "Use W, A, S, D to move. Let's stretch those legs, Ranger." |
| Gives the objective | Start of each level | "Protect the 3 generators. Hold for 3 minutes." |
| Points the way | Player idle for 20 s or lost | "Objective is north-east. Check the minimap." |
| Warns of danger | Low HP, big enemy, wave incoming | "Brute incoming! Dash to the side!" |
| Combat tips | First time meeting each enemy | "Gunners keep their distance. Use cover." |
| Explains the story | Crystals breaking, L4 | "The Kora crystal... it's dark. Veer, the planet is gone." |
| Emotional support | Between levels | "You did it. They're safe because of you." |
| Act | Voice | Portrait |
|---|---|---|
| Act 1 (L1 to L3) | Warm, a bit funny, confident | Clean blue hologram |
| Act 2 (L4) | Worried. Text glitches ("Ar-Veer...") | Flickers, static lines |
| Act 3 (L5) | Quiet, broken, then a clear final goodbye | Barely visible, then one clear frame |
SAATHI's final lines (ending): Veer: "SAATHI... overload the core." SAATHI: "That will end us both." Veer: "Everything ends. Let it end with him." SAATHI: "It was an honor, Ranger. Go home to them."
Text uses a typewriter effect and a soft beep per letter. No voice acting.
Controls and UI
Keyboard and mouse (BYOG rule: playable with keyboard or mouse on Windows).
| Input | Action |
|---|---|
| W A S D | Move |
| Mouse | Aim (custom crosshair) |
| Left click (hold) | Shoot |
| Right click | Special weapon (Laser) |
| Space | Dash |
| E | Talk, interact, pick up |
| 1 2 3 or mouse wheel | Switch weapon |
| Tab | Full map |
| Esc | Pause menu, skip cutscene |
Screens
- Splash: BYOG and studio logo.
- Main menu: Play, Continue, Settings, Credits, Quit. Background shows Veer's ship drifting.
- Settings: music volume, SFX volume, fullscreen toggle, resolution.
- Galaxy map and flight scene between levels, then the level intro card: planet name, planet image and objective (3 s).
- Pause menu: Resume, Settings, Restart Level, Main Menu.
- Dialogue box: portrait, name and typewriter text at the bottom.
- Shop (Zoya): 3 stat upgrades with scrap costs.
- Level complete: time, enemies killed, scrap collected and the crystal earned.
- Crystal broken popup: the crystal icon cracks and goes grey, with a line from SAATHI.
- Game over (normal death): "Veer has fallen", with Retry and Menu.
- Ending screen: Planets saved: 3. Planets remaining: 0. (The theme line "Everything is temporary" is the jam theme only; it is never shown in the game.)
- Credits: names plus credits for every external asset (required by BYOG rules).
HUD
| Position | Element |
|---|---|
| Top-left | HP bar and Shield bar, with Veer's helmet portrait |
| Top-right | Minimap (160x160) |
| Below the minimap | Objective text and timer (when needed) |
| Bottom-left | SAATHI's portrait and message box |
| Bottom-centre | Weapon slots 1 to 3 with ammo or cooldown, plus a Dash cooldown icon |
| Bottom-right | Crystal bar: 3 crystal slots that light up when earned and crack when lost |
| Top-centre | Scrap counter |
| Screen | Crosshair, damage numbers, red edge flash on hit |
The crystal bar is the most important piece of UI. Players watch it fill in Act 1 and watch it break in Act 2.
Art style
Rich, detailed pixel art; the game stays top-down.
| Quality point | How we apply it top-down |
|---|---|
| Larger, detailed characters | Characters 48x48 px (boss 96x96), clear silhouettes, outlines, 3 to 4 shades per color |
| Smooth animation | Run 6 to 8 frames, attack 4 to 6, idle 4. Squash and stretch on hits |
| Rich environments | Metal panels, vents, cables, pipes, holo-signs, alien plants, glowing lights, scratches and wear on a detail tile layer |
| Warm, limited palette | 32 to 48 colors per planet, strong light and shadow direction |
| Depth | Roofs and canopies on a top layer, drop shadows under every object, light glow (URP 2D lights) |
| Ornate HUD | Decorated frames, portrait icons, gold and stone UI trim |
Space setting rules
- Everything happens in space: domed colonies on alien moons, orbital stations, floating cities and asteroid fortresses. Stars, planets or nebulae are always visible somewhere.
- No Earth-like materials: wood, thatch, stone huts and medieval props become metal, glass, holograms and alien growth.
- Props are sci-fi: holo-stalls, fuel pumps, cargo pods, reactors, drones, docked starships.
- Characters and NPCs wear spacesuits, jumpsuits, visors, armor and gadgets. Crowds mix humans, aliens and droids.
- NPCs are always busy: buying at holo-stalls, carrying crates, repairing hover-carts, queueing at fuel pumps, chatting; drones deliver packages overhead.
Sound and music
About 35 sound effects and 8 music tracks (jsfxr / ChipTone / Kenney / Freesound; royalty-free chiptune from itch.io or OpenGameArt; credit every track).
| Group | Sounds |
|---|---|
| Player | Footsteps, dash whoosh, hurt grunt, death, shield hit, shield break, laser charge-up |
| Weapons | Blaster shot, spread shot, laser hum, weapon switch, weapon jam, empty click |
| Enemies | Drone buzz, gunner shot, swarmling chitter, brute roar and charge, wraith teleport, enemy death pop, big explosion |
| Kaal | Laugh, attack swoosh, teleport, the stab, fake-death collapse |
| Story | Crystal earned chime, crystal break (glass crack plus low boom), radio static, Mira's radio beep, core overload hum and white-flash boom |
| UI | Menu move, menu select, back, typewriter beep (SAATHI), pause, scrap pickup, level complete jingle, game over sting, objective complete ding |
| Ambience | Kora market chatter and birds, coolant turbine hum, dome air vents, Meru machines, Soma crowd and fountains, Kora ruins fire crackle, fortress drone hum, fuel pump filling |
| Track | Where | Mood |
|---|---|---|
| Main theme | Menu and intro | Hopeful but lonely. A simple melody that returns at the end. |
| Calm arrival | Arrive step of L1 to L3 | Light, peaceful, local flavour (flute, sitar-like chiptune) |
| Rise | Fights in L1 and L2 | Upbeat, heroic |
| Peak | L3 Soma | Big, triumphant, fast |
| Fall | L4 Kora ruins | The main theme, slower and in a minor key |
| Fortress | L5 corridors | Dark, slow, heavy bass |
| Kaal | L5 boss | Intense drums. Drops to silence in the calm before the stab. |
| Ending | Final cutscene | Main theme on a single soft instrument |
| Shop and galaxy map | Between levels | Calm, light |
Audio as storytelling:
- From L4, cut one music layer each time a crystal breaks, so the music gets emptier as Veer gets weaker.
- Total silence right after Kaal falls. The stab sound lands in the silence.
- The main theme melody is Mira's radio tune. It plays clearly only in the intro and the ending.
Scope and plan to the deadline
Deadline: 4 Oct, 6:00 PM IST. Build the Must list first. Add the Nice list only once the game is playable from start to end.
| Priority | What | Cut version if short on time |
|---|---|---|
| Must | Movement, dash, mouse shooting, 3 weapons, HP and shield | None. This is the core. |
| Must | 4-step flow and quest in every level | Keep each quest to 2 steps |
| Must | Crystal bar with earn and break moments | None. This is the theme. |
| Must | L1 fully polished (judges play it first) | None |
| Must | Kaal boss, stab and core-overload ending | Boss with 1 phase plus the scripted ending |
| Must | Distress calls, SAATHI lines, minimap | Minimap without fog of war |
| Must | Intro and ending cutscenes | Still panels with text, no Premiere edit |
| Nice | Cutscenes 2 to 4 | Replace with dialogue boxes |
| Nice | Zoya's shop | Auto-upgrade stats after each level |
| Nice | Galaxy map and flight scene | A simple fade with SAATHI's line |
| Nice | URP 2D lights, ambience, music layering | Skip |
Day plan
- 2 Oct: player controller, shooting, dash, 2 enemy types, dialogue system, quest and objective system, HUD and minimap. Start the L1 map.
- 3 Oct morning: finish L1 with its quest; crystal system; L2 map and quest.
- 3 Oct evening: L3 map and quest; L4 (re-dressed L1 map); remaining enemies.
- 4 Oct until 12:00: L5 fortress, memory keys, Kaal boss and ending; cutscenes; sounds; menus; credits.
- 4 Oct, 12:00 to 3:00 PM: Windows build, full playtest, fix bugs.
- 4 Oct by 4:00 PM: upload to Indieconnect with screenshots and asset credits. Keep 2 hours of buffer before 6:00 PM.