With metrics solidified, I collaborated with our principal programmer to script enemy behavior, trap interactions, and our game system managers. To facilitate live testing, I also developed an in-game debug console that allowed us to spawn enemies, increase soul-point count, and toggle trap placement mode at will.
As the project evolved, I steadily replaced temp assets with completed sprites by our lead artist. In addition, my programming partner and I utilized GameMaker's object parenting system to optimize implementation of new traps, rooms, and enemies. This made it far easier to add and iterate content in our demo up to its completion.