0.2 Release Update
Devlog #1 — Welcome to the Circus (0.2 Update!)
Timewright’s Tower
Welcome to the first episode of “Two people building a game and discovering 18 new bugs every time the character jumps.”
This devlog covers everything from animation chaos to movement upgrades to sound effects that only work in… some scenes. Progress!
🧍 Player Animations — Still Held Together With Wishes
We added animations for:
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Idle
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Walk
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Jump
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Crouch
They are still crunchy. They are still questionable.
But the Timewright now scuttles around with the confidence of someone who absolutely did not test transitions before pushing to Unity.
We consider this emotional progress.
🌫️ Parallax Background — Seamful? Seamless? Seam-stressful.
The parallax system is implemented, but the art is about as seamless as ripped jeans after a Thanksgiving meal.
Visible tears, snapping during resets, and a general “did the universe crack?” vibe.
This is not a code problem.
This is an art-gremlin problem.
We’ll fix it… eventually. Probably.
🎧 Sound Effects & Music — Now With 12% More Chaos
We added early SFX to stop the game from feeling like a silent film.
Examples:
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Movement: jump, run, slide, dash
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UI: hover, click, escape menu, sliders going wheeeee
🏃♂️ Coding & Movement — Wizzy’s “Please Send Help” Section
0.1 had:
Walk + Jump.
That’s it. The Timewright basically had the cardio capacity of a potato.
For 0.2, Wizzy went feral.
New Movement Added:
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Sprint (Shift)
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Dash (Q)
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Crouch (CTRL)
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Slide (Sprint + Crouch)
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Double Jump (in code, not activated yet)
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Power Slide (also chilling in the code waiting for its moment)
Does all of this work perfectly?
Absolutely not.
But wow does it feel cool when it does.
Scene Transitions
The title → game → clocktower → title flow is…
better-ish.
It no longer feels like the screen is having an existential breakdown,
but also, it’s definitely not polished.
“We’re doing it a little at a time until we know what the heck these levels even are” — Wizzy, 2025
Backend Magic
Wizzy also did:
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Optimization
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Code cleanup
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Future-proofing things players won’t see
This makes life easier for us later,
even if the player still clips through space and time 40% of the time.
Coming Soon
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Inventory system
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Equippable items
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Abilities
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Possibly even functionality that works on the first try (unconfirmed)
🌀 Loading Screen — Pretty But Vindictive
The new echo-portal loading screen is gorgeous.
Does it work 100%?
👀
It loads… sometimes cutting off the SFX.
But hey — it LOOKS cool.
🐞 Bug Parade — Step Right Up
Here are the “fun” quirks this version brings:
❌ Dash is moody
Sometimes it works.
Sometimes it says “no ❤️.”
Sometimes it sends you into interdimensional zero-G limbo.
❌ Loading scenes cut off audio
You like that sound effect?
Too bad — loading screen says silence.
❌ Timeline transitions freeze
Frames lock until timeline assets finish loading.
It’s like a dramatic pause… but unintentional.
❌ Settings slider state resets
Because why save your preferences when we can gaslight you?
❌ Jumping + movement = wrong animation
You jump → you move → Unity decides “ah yes… walking in midair.”
Perfect. Beautiful. Never change.
🎯 Next Up
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Seamless backgrounds that don’t tear reality
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Smoother transitions
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Inventory system
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More SFX
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More animations
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And us crying into our keyboards (recurring)
Files
Get The Timewright's Tower
The Timewright's Tower
A fractured timeline. A world waiting to breathe again.
| Status | Prototype |
| Author | Little Hex Studio |
| Genre | Platformer |
| Tags | My First Game Jam, Side Scroller, Unity, unity-anniversary-game-jam |

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