Working on this new level type, starting to feel fun. You gotta run and try reach the exit before midnight. Focus is on collecting adrenaline, staying on the move and dodging through enemies. Showing the shmup influences. Unfortunately I got crammed into a corner on this run π£
Small addition this weekend: When you level up the 'Hammer of the Gods' charm, after the initial strike, Mjolnir circles around you emitting chain lightning and knocking back zombies. After a few seconds the hammer finds a nearby target to launch at for a second mini-strike
now integrating the concept art into the UI and loading states between levels, here's the Zombie Lord in the background on the lead up to meeting him at level 8
Some more generations for the 3 bosses in Crypt Raiders, need to drive a lil more consistency but will see how these feel in game
https://t.co/JA2x2Aa7xS
A little design problem trying to improve in my game: There's a first boss fight at level 8, but the first time player has no way to know that until they reach it. I'm worried there's a lack of tension. The player may think: "Why play on, is it just going to be more of the same?"
As a cheap way to fix this and build a little tension, I'm thinking of adding some artwork between levels. Without words we're showing the player this mysterious shadowy figure in the distance. I want to create a bit of curiosity in the players mind about this figure, giving them a reason to keep playing to see what it's about. Will see how it feels.
A little design problem trying to improve in my game: There's a first boss fight at level 8, but the first time player has no way to know that until they reach it. I'm worried there's a lack of tension. The player may think: "Why play on, is it just going to be more of the same?"
As a cheap way to fix this and build a little tension, I'm thinking of adding some artwork between levels. Without words we're showing the player this mysterious shadowy figure in the distance. I want to create a bit of curiosity in the players mind about this figure, giving them a reason to keep playing to see what it's about. Will see how it feels.
Was stung by the whole Grok Bot usage rug pull thing. However, I opened it just now and it flickered from 88% back to 44% usage. Guess it was a temporary measure π€·
@voidmode Same. I think for me itβs because itβs easier to work on a clear problem with a clear solution where itβs just about execution. Something can be basic and important but if itβs fuzzy what the solution should be makes it feel harder to get started