false alarm

the memory leak was caused by a post processing effect and saved us a bunch of hours of debug.

i’m still studying and researching about level design to make things more interesting. i’m almost there! and i need to also come up the three enemy types that will show up here as well. Most of what i’ve done today amounts to things on papers, general planning and direction on what i want out of this vertical slice. i assume it’s gonna take me a couple days more to get out of this research phase and begin doing the stuff. the level so far was a great exercise and it’s time to go all in. Feels like i’ve been saying this for like a month now but we are technically already in content generation phase, so i’m gonna repeat myself a lot, especially while i’m still trying to find the right workflow when it comes to building each levels.

I’m gonna scrap what i have for now and streamline everything i learned into a more cohesive map. results soon. also leaving a reminder to send builds to friends, since the game is already working and has a nice demo level with enemies and puzzles.