Game
Terry's Treasure Trouble!

3 years ago

...well... This is awkward.

Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.

...the effect's cool, though.




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This boss is done, more or less.

I'm gonna try to work in a different department.

What's taking me so long? Designing assets for the volcano level. Also, allergies.

Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.

If you've had your fill of games where you play as elephants and blue hedgehogs, this might be for you.

...and I haven't advertised this the best, but it's coming.

Three reasons to be going after the treasure:

One part of me is telling me, "These weapons are way too big for Mag-Nia! Shrink 'em down to half-size!"

Meanwhile, another part of me is saying, "Wait, you can still use these for a more proper Seven Force-styled boss fight later on!"

Let's do both.

So, I'm working on the top-down sections. There are three of these things planned for this game.

The DemoBots have to be a little shorter for this perspective, and they're mostly headed downwards. So, hopefully, I won't have to draw so many GFX.

I've been working on a moving pulley that activates when you grapple to it. If it moves you into a solid block, you let go.

...now I've gotta figure out Mag-Nia and her amazing weapons.

I made an up-to-date trailer for Terry's Treasure Trouble!

You know, in case it wasn't clear what kind of game this is.

I realize that I don't need a fancy transition for Mag-Nia to use Seven Force-style weapons.

...but maybe I shouldn't use circles for the whip.

I felt like I needed to punch up these level intros.

The silhouette should indicate what kind of level you're getting into. I've yet to implement the Top-Down or Mode 7 levels, so I've only got a silhouette for the main levels.