Week 12 - Start, Journey and now the End.
Final Stretch
Cleaner and better
The final week of production has come to an end, and we’re proud to say: the game is complete—and we're wrapping things up with a big, satisfied smile.
Last week was filled with polish tasks, though many of them turned out a bit rougher than we had hoped. So this week, our focus was on cleaning things up and giving everything some extra flavour, as we like to call it.
This applied to many aspects of the UI—buttons, transitions, layout tweaks—you name it. But let’s move on to another area that needed a little extra love: the animations.
Animations were one of the last things we finalized. While the logic and base animations were in place, we noticed that grandma's attachments weren’t moving properly. On top of that, we decided to adjust her facing direction. She now has a slight tilt in her common animations, giving a better profile view and a more dynamic look overall.

Details in the mechanics
Last week we introduced more RFX (reactive visual effects), and this week we expanded on them even further. For instance, we added a new revive effect for when you return from revenge mode, and additional effects for when the player is moving, jumping, or falling.
With these effects combined—player controller feedback, subtle camera shakes, and the new RFX—the gameplay now feels more responsive and alive, just as we envisioned.

Finish in style
The finish line last week was... okay. But it didn’t quite match the tone we were going for. So we tweaked its placement slightly on the map, and extended the finishing animation. Now, when you cross the line, it lingers just long enough for you to bask in your own glory.

But the finish line wasn't the only thing that needed a bit of love, so did our intro scene although it was already great. This week we just spotted some things we really thought could use some improvement, Where no it's a video playing to clearly show the important mechanics of our game.

THE VOICES!
During development, something unexpected (but kind of beautiful) happened, we each fell in love with our own grandma. With five unique grandmas in the game, each of us naturally gravitated toward one, giving her personality, quirks, and charm.
To make them feel even more alive, we decided to voice them ourselves. Now, every grandma has her own unique selection sound, plus a custom voice line when she finishes first in a race. Add in some fun voiceovers throughout the UI navigation, and the result is a personal, heartfelt touch that really shows how much love we’ve put into this game.
Get Not Today, Darling!
Not Today, Darling!
A fast-paced local multiplayer side-scrolling racing game
Status | Released |
Publisher | |
Authors | freyaspes, MonsieurFystique, Oelandr, igorszuniewicz, knapeczadam, StevenChiefo |
Genre | Racing, Platformer |
Tags | Local multiplayer, Side Scroller |
Languages | English |
More posts
- Week 11 - Week of Polish and Refinement8 days ago
- Week 10 - A Production-Ready Race15 days ago
- Week 09 - Lights, FX, Action!22 days ago
- Week 08 - These grannies are bussin, respectfully28 days ago
- Week 07 - Pit stop finished36 days ago
- Week 06 - 3, 2, 1, START!64 days ago
- Week 05 - Shaping Up Our Vision71 days ago
- Week 04 - Coming Together78 days ago
- Week 03 - Start of a Game Prototype85 days ago
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