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Weekly Roundup 269 - New Trap Development: Weeks 2 & 3

Published 06/12/2026, 07:05:23 PM

Weekly Roundup 269 - New Trap Development: Weeks 2 & 3

Hi everyone. Hope you've been having a great week!

I've got some gifs and some gossip on the new trap type I've been working on over the past two weeks.

It's been some long hours grinding away in Unity so let me show you what I've got so far:

1: What's New?

With this trap I wanted to do something I haven't done in the game before which is make an immobile wall trap that can "Pull" the player towards it.

In this example we can see when the player gets close to it the trap will shoot out a detection beam. This beam isn't continuous but instead it's timed. Meaning the player will be able to move past it if they time it right.

If they do hit the detection beam then a binding rope is shot out and tries to catch the Bindmancer. She can move out the way but it is very fast-moving.

Once it does catch the Bindmancer they'll be stuck in a bound-up animation and have an opportunity to escape it, but every two in-game beats of the music the lure will reel her in 1 space.

Once the Bindmancer contacts the same space the wall trap is in they are captured and pulled into the tickle wall mount event!

There was also lots of other coding stuff done over the two weeks as well and still some more to do. There's a lot of considerations to be made in how the trap interacts with other enemies to make sure you don't get strange interactions.

2: What's Next?

After two weeks of Unity Dev Work I think I want to work a few weeks on the art for the event. So Next week I'll be working on the encounter art to make some pretty work to show off!

I hope you all enjoyed the concept of this new trap and I can't wait to show you more!

Caroo

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