I've been working hard at cliffside reaper 2 since launching despair shack. I've gotten some feedback from friends and players on the first cliffside reaper and I'm excited to show how I've incorporated their feed back in this game and some things I've been brewing up on my own.
I wanted to focus more on the controls and movement this time around. I want the player to feel like if they die its their fault, and they can improve in skill to pass whatever level they're stuck on at the moment.
Allowing the player to jump after falling off the edge of a platform.
This is more of a design decision than an objective issue, but I felt with the more open feel I'll be going for in this game (actual moving camera and rooms bigger than one screen) it would be a nice touch. Especially considering the added stress of enemies..
This is the first enemy of cliffside reaper 2, the emo skeleton. A member of deaths army, they will wander in purgatory indifferent to the players presence. If you don't watch yourself, you just might run into one.
This is not the only enemy planned, there are a few more small enemies in the works. What I'm most excited for this iteration is bosses. I don't have anything to show for bosses this week, but stay tuned.
Moving platforms (using the Godot icon for prototyping the platforms )
Moving platforms have been implemented and correctly work with wall clinging. I wrote a tool script in Godot to make it easier to visualize where the moving platforms will be. Also the player is properly killed when being crushed by a moving platform.
Thanks for checking out my devlog for cliffside reaper 2 this week, if you haven't played the first game yet check it out here: https://gamejolt.com/games/cliffside_reaper/423784
I'm looking to have devlogs out each weekend for cliffside reaper 2, I'm having a lot of fun making it and hope you'll have a lot of fun playing it once it's out!.
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