The Mighty Sequel - Devlog #2: see wha-Art ist coming!












We've been heads-down since the last devlog, and the transformation is visible, but yet in process.
This update focuses on the cohesive visual identity we embarked on, and how it feels with the mechanics.
Character Design: Finding the Balance
Our protagonist is the entry point to everything. Players need to feel connected to who they're controlling, and we're at a pivotal moment choosing between two fundamentally different personalities.
- The Monkey – Agile, naturally comedic, full of personality in movement
- The Bird – Graceful, inherently expressive through form, elegant under pressure
Both work mechanically. The real question is emotional resonance; Which feels right when you're playing through a puzzle?
We genuinely want to know: Which one speaks to you? Leave a comment with your thoughts!
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From Pixels to Vectors: A Foundational Shift
Tiles & Props are fully redesigned, creating the first version of a cleaner environment that let players focus on what matters: the Hooks and the puzzles.

The Hooks themselves are the visual centerpiece. They're no longer abstract pixel clusters—they're distinct, instantly readable, and designed so players understand their function at a glance. A Steady Hook looks different from a Directional Hook, which looks different from an Enemy Hook. Form follows function.
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Here's what integration looks like in an actual level:

From caves to trees
Another touch in the construction of the never ending ups and downs are the backgrounds! We are transitioning from the static cave to the scaling trees. The sensation of depth is now more presence, and going up feels more alive.
This new direction is based on the decision of the Lore of the game, as we are a forest spirit that is playing around in the wood, going up and down. As we progress, you can go inside trees, and be outside, pure aesthetic choice that brings satisfaction on transition, while giving liberties in art and level design.
More of the new backgrounds:
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New Hook Mechanics: Expanding Gameplay Depth
But art isn't the only evolution. The Hooks' system is expanding beyond visuals into core mechanics. Three hook variants are now ready to use:
Steady Hook
A controlled jump on your terms. Hook to get ready, execute when confident.
[GIF: Steady Hook in action]
Directional Hook
No hesitation. Hook it, and momentum takes over. Fast and thrilling. Demands respect.
[GIF: Directional Hook in action]
Enemy Hook
The fly-turned-hazard. Touch it wrong and you fall. Use it right, and it becomes your salvation.
[GIF: Enemy Hook in action]
Level Design Philosophy
Each hook creates different puzzle scenarios. A Steady Hook level feels like a rush, "Where I am going to land?" A Directional Hook level becomes reflex-based, "Can I execute this timing?" Enemy Hooks inject danger, shifting focus to risk management.
[gift examples]
This is where the real design work happens next. Mixing these three mechanics across new levels creates complexity without overwhelming players.
Demo v0.1.3: Art Integration Complete
This release is all about cohesion. We've created the first integration of the vector art system into all existing levels from v0.1.2, ensuring the look and feel are consistent throughout.
Download it, explore the updated visuals, and tell us if the aesthetic lands.
Are the Hooks immediately understandable without explanation? Can you tell what each one does just by looking?
Does the difficulty curve still work with the new visual clarity? Sometimes better visuals change how players perceive challenge.
Your answers directly shape what comes next.
What's Next
Level design with all three hook variants in conversation. That's where the magic happens. We're building puzzles that explore the full potential of this mechanic set. We're excited to cook that up in 2026!
Thanks for sticking with us through these foundational months.
Have a happy New Year and Merry Christmas!
—The Mighty Sequel Team
Files
Get The Mighty Sequel
The Mighty Sequel
The Mighty Sequel by Lost Medium Games
| Status | In development |
| Authors | Alejandro Endo, skLuan, Santiago_Franco, nikorkour |
| Genre | Platformer, Puzzle |
| Tags | 2D, Arcade, Side Scroller, Unity |
| Languages | English, Spanish; Latin America |










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