Where Renzy stands
A status report, because a game that is "in development" should say what that means.
Finished
- The core game. Spawning, timing windows, armored enemies, the whiff lockout, stepped speed levels, and death to retry in under half a second. It is deterministic: given the same seed and the same taps, a run plays out identically, which is what will make replays and score validation possible later.
- The feel. In August I played the Unity build side by side with the original browser prototype on an iPhone 16 Pro and judged it to feel identical. That test was the gate everything else waited on.
- Renzy's idle and strikes, left and right, posed by hand and rendered to sprites. More on how.
- The Hollow Clan. A grunt and an armored heavy, each with a run cycle and an attack, standing on the same ground line as Renzy.
- The world. A painted backdrop and foreground terrace, a brush-drawn circle around the kill counter, and the moon. More here.
- Sound and touch. A layered score that builds as a run goes on, sound effects that are notes in the song's key, and haptic feedback on supported iPhones.
In progress
- Renzy's remaining animations: parry, riposte, the stumble after a whiff, and death.
- Tuning the enemy attacks so they never hide the timing you are reading.
- A settings screen and the player-facing stats screen.
- Exploring a rework of the music so it flows instead of looping a short phrase, with a quieter opening and a slower fall back to calm after a death.
Not possible yet, and why
- Android on a real phone. The project is set up for Android, but I do not own an Android device yet, and a mid-range one is exactly what I need to test frame rate honestly. Until that is done I will not claim it runs well there.
- Tuning haptics can only be done with the phone in your hand, so that is queued for device sessions.
Not decided yet
The final name, the price, the release date, and how a score board would work. I would rather say so than guess in public.