Armillo could have been without its platforming stages, Fuzzy Wuzzy talks about visual changes
Armillo’s initial prototypes and designs were quite different than the final product.
First, when it comes to gameplay, developer Fuzzy Wuzzy Games wrote on Twitter that the platforming stages were “actually almost cut.”
The platformer stages in Armillo was actually almost cut. It went through different prototypes and feedback stages until the current design.
— Fuzzy Wuzzy Games (@FuzzyWuzzyGames) September 5, 2013
Fuzzy Wuzzy also commented on some of the visual ideas the team originally had in mind:
Visually, it changed a lot. It went from voxel-like 2D style to regular art style to 8bit/NES palette, then to the current electric style.
— Fuzzy Wuzzy Games (@FuzzyWuzzyGames) September 5, 2013