Development Week 15
This week I spent some time updating the player character art in-game, including new Spine imports and texture/skeleton changes. It is mostly behind-the-scenes asset work, but the goal is simple: keep pushing MoonBurn away from grey-box prototype land and closer to the hand-drawn look it is supposed to have.
I also added a new tentacle wiggle material setup for enemies. The fun part is that the motion can react to how fast the enemy is moving, so the tentacles should feel a bit more alive instead of being completely static. It is a small visual system, but these little touches matter a lot in a game where the characters are drawn in 2D but need to feel physical in a messy, reactive world.
The map also got updated alongside the new character and enemy assets, so this was a bit of a visual pass week rather than a big new gameplay feature week. Not flashy, but useful progress toward making the game feel more like itself.