The Closing Act

Reina and Jericho

Create a perfect chain of cause and effect in Reina & Jericho, an intense story-driven adventure through a fortress defended by Reina's worst enemies. Confront Reina's past, present, and future as she battles her foes and bends time itself.

I’ve mentioned this before, but whenever I write one of these updates, I like to include a few pictures or gifs of what we’ve been working on. Unfortunately, I have been working on the ending cutscenes of the entire game and I *also* don’t want to spoil any of that, so let’s just focus on the to-do list this time. Development isn’t 100% complete, but we are well past the 90% mark. Once the end-run scenario for Reina & Jericho is done there is still work to be done, but we will be in a state where the game [i]could[/i] be considered done at any moment. There are a few dozen bugs that need to be addressed, most of them of the minor variety. Generally, these are squashed quickly (although occasionally, a bug comes along that forces a ton of rework). There are a few new features that would be nice to add, many of which center around map usability or edge case management. For example, we have “coyote timing” applied to Reina’s normal jump, where there is a window of a few milliseconds where she can still jump if she just has walked off a ledge and is technically in mid-air. This is a good thing that improves the feel of the game, but right now it is only used for normal movement and not when Reina attempts to jump out of a dodge-roll. It’s not the end of the world if we ignore this, but we shouldn’t. Beyond that, there are a few enemies that are still planned to add, and some aesthetic touch-ups that need to be done. And then it’s ready for release. Development will still be on-going for a little while after that, as the randomizer is planned as a post-launch update, but that will be a different can of worms for a different day.