Design Team Sprint 5 Week 2
Aden
This week I conducted a focused playtest of the first floor area to evaluate gameplay flow, collision accuracy, and interaction reliability. The session went smoothly overall, I didn’t encounter any new issues, which suggests that recent fixes have stabilized this section. All bugs I did come across were ones already documented, including the Zub dialogue being stuck on repeat and Save file still spawning in even if the player hits a new game. Gameplay pacing felt consistent, and navigation was intuitive, reinforcing that the core layout and mechanics are functioning as intended. Next steps will focus on verifying those known issues are resolved in the next build before moving on to stress-testing combat encounters.
Cole
With limited time this week(end), I spent it placing the combat zone volumes around the map. The goal is to have the player’s “ai” assistant switch to a whisper when near larger groups of enemies, which is where the majority of the volumes are.

Jaedon
This week I worked on implementing some extra areas to the boss level. I added the final area so the player can beat the game, I also implemented the puzzle doors into the boss level.
Also did play testing for just the power area and the to power area here are the results:
- Health regen is unlocked at start (should not be)
- Wall climb is unlocked at start(should not be)
- Grapple is unlocked at start(should not be)
- Zub text does not fit on screen
- This is with a squashed window so may be ok on the target screen
- Grapple will still activate even if it will kill you
- Please use same code as shot gun
- old bug
- Bio door has text saying that it would kill you even if it wont
- my need to change how the door sees your health
- The “this door will kill you” text overlays other text wich can no longer be read.
- There is no feed back for when hitting an enemy, the flinch animation only sometimes playes and then the enemy stops working and gets stuck in BTTast_Attack,Playing Montage: True
- please add sounds and/or FX separate from the flinch state so the player knows damage was dealt
- Noise lure still has issues working if it is more than 2M of the ground
- i know this was being worked on
- Enemys do not yet make sound,please add so i know what they are doing
- the health pack wont work if you are holding the shift key
- could be just an issue with my system, please check other computers
- Collected zubs respawn when the player does
- can be fixed with saved game blueprints, but is it even worth it with the time we have left? game still works even if they come back.
- There is still a delay when the player gets low health to when the low health muted sound effect takes place, it is much better now but is still noticeable.
- Is good enough for shipping
- Healing does not remove the muted sound effect from low health
- can only be removed on death or reloading a save
Design
- in the sewer area, to the right of the door when facing west, add an enemy to the right to scare the player to get the eco lure pickup
- Add checkpoint to green tunnel
- Add checkpoint to final area of power in case player falls
- Add more enemies to the purple room
- this is still ment to be more relaxed since the player just spent health on the bio door. But right now there is only one baddie
- Still need to an an unlocking door to the power room
- Increase complexity or add enemies in the ring room after getting the grapple
- Could add some walls
- Could make the floor lava (good idea, less work)
Emmanuel
I was in charge of playtesting the Catwalk area this past weekend. This includes the zone where the player is approaching the end of the level, after unlocking wall climb, as well as the segment between the first floor (Dam) and the tree puzzle room. I also added some button control icon assets.
- There are a few climbable walls that allow the player to skip most of Catwalk. I believe this makes the Biolock Door at the Catwalk redundant. I think it would be really funny to keep though.
- There still needs a level end state when reaching the elevator, either have a win screen or take the player to the boss level
- There’s a wall climb spot where the player is unable to climb right (the player needs to climb right to progress)
- Biolock door doesn’t seem to work
- The area to the right of the Biolock doesn’t have a death floor, allowing the player to go out of bounds
- The out of bounds was accessed specifically behind this climbable wall
- The wall climb piece at the bottom here is too small to warrant being a wall climb and could just be a ledge that the player can climb over (or at least in needs the wall climb to be fixed)

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Parasite Zero
A Project for Fall 2025 Game Design 3
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