First Demo Upload
Devlog #1 — The Beginning of Massbound
Hey everyone! 👋
I’m Alejandro Baena, a solo game developer and the creator of Massbound.
This is my very first devlog — and honestly, it feels exciting (and a bit scary) to finally share the journey.
🧩 What Massbound is about
Massbound is a minimalist 2D puzzle game where you control a glowing square made of mass — literally.
Every move, shot, or interaction consumes part of your body, so every step matters.
If your mass reaches zero, you lose, and the level resets.
The whole idea came from a question I asked myself one night:
“What if every move in a puzzle game had a physical cost?”
From there, the concept grew naturally — small rooms, simple visuals, but deep planning behind each decision.
⚙️ Core Mechanics
The gameplay is built around a single rule:
“Mass = life.”
Moving left or right drains mass, shooting drains more, and certain objects (like trampolines or switches) demand you to think carefully before acting.
You’re constantly balancing movement and efficiency — it’s not about speed, but about precision.
I wanted each puzzle to feel clean, readable, and “mathematical,” in a way — every solution should make you go “ah, that’s how it works!”
🎨 Visual Style
The aesthetic of Massbound follows a geometric and neon-minimalist approach.
Black backgrounds, sharp shapes, and a bright cyan cube that always stands out.
I love the contrast between darkness and that glowing blue — it makes the world feel silent but alive.
All art is done in Aseprite and Photoshop, and I’m keeping everything simple on purpose.
It’s not about textures or complexity — it’s about clarity and atmosphere.
🔊 Audio & Feel
Sound design is subtle. I’m experimenting with low-frequency hums, smooth synth clicks, and small bursts of feedback when you interact or lose mass.
The goal is to make every move feel like a consequence — light, but noticeable.
No epic soundtracks yet — I’m starting small, focusing on atmosphere first.
You’ll hear more once I finish building the level flow and pacing.
💡 What I’m Working On Right Now
Right now, I’m polishing the first batch of levels and the core gameplay loop:
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Saving and restarting logic
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Visual feedback when you lose mass
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Level transitions (Final Door system)
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A clean UI that matches the minimalist vibe
I’m also collecting feedback from early testers — mostly about puzzle readability and difficulty balance.
Small details like platform timing or collider sizes make a huge difference in how the puzzles feel.
🚀 What’s Next
In the next weeks, I’ll be:
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Adding new mechanics (like switches and moving platforms)
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Balancing mass consumption per action
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Designing later levels where you have to sacrifice mass strategically
Once the main set of puzzles is stable, I’ll upload a public demo here on Itch.io — so stay tuned!
🧠 What Massbound Means to Me
This project is my way of mixing design, logic, and emotion.
It’s not about flashy effects or storylines — it’s about pure design clarity.
I want players to feel clever, calm, and challenged — like solving a beautiful equation.
Developing this solo is a learning journey.
If you’ve read this far: thank you for being part of it. 💙
I’ll keep sharing updates here — progress, prototypes, and maybe some failures too.
🔗 Follow & Feedback
If you like what you see, you can:
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Follow the project here on Itch.io
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Add Massbound to your collections
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Drop a comment or suggestion — I read them all!
Thanks again for being here for my first devlog.
I’ll see you in the next one, hopefully with some new mechanics and shiny blue cubes in motion.
— Alejandro
Files
Get Massbound
Massbound
| Status | In development |
| Author | AleBaena |
| Genre | Puzzle, Platformer |
| Tags | Casual, logic, Minimalist, Singleplayer, Unity |
| Languages | English |
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