The IndieCade late deadline is almost here (6/1)!! It's nice because we've aimed our efforts so that this whole tutorial section should be pretty much "done" (at least as far as level art & puzzle design) when we submit, so I can start moving ahead with the rest of the game (exciting and frightening!)
This week I've been trying to finish up visual polish on the level. Here are some screenshots of the entry way:
The Buddha room was really our first 'art' room, and I hadn't touched it in a long time. I didn't do a lot, I just added some little bits that I've been using in a lot of other rooms to tie things together:
Also I got a little stuck on this room this week. Initially, I'd had a branch running over the top of the sentinel which was key to solving the puzzle, but it occurred to me that it was the only tree that didn't get leaves when you added color. Unfortunately adding leaves made it really hard to reach to add/remove color with the level layout. I fiddled with it for a couple of days, and eventually replaced it with a piece of a puzzle I'd been saving for later, which focuses more on the roots.
Issam added in the full progression for our stand-alone demo puzzles. He also worked a bit on the fire - now it doesn't burn out, and it emits light again. He also adjusted the bloom settings since there were a few places where the fixed colors didn't really read.
Here's Miles forcing me to take a small break: