Game
Famicom Gorbzilla

2 years ago

What to expect from the newer version of Gorbzilla (This one)


While this article's gonna be helpful to new fans of this nightmare, I'm mostly writing to old ones, so keep that in mind I guess.

So, it's been... god, 2 years!? Ugh, time flies, doesn't it?

Well, I think you'll all be happy to know that my long time away from this project has given me not only a lot of experience, but also a fresh new perspective.

You see, I've come to realize that Godzilla: Monster of Monsters. as well as Famicom Gorbzilla is... well, kind of boring.

So, how do I plan on fixing that?

CHARACTER MOVESETS

Well, for starters, I'm going to heavily upgrade the move sets of each character. Let's use Gorbzilla as an example. As of current, all he has is his punch, kick, and Dr. Pepper breath, and while none of these are going away, I want to expand on them, as well as add some new moves. Here are some ideas I've thought of.

When using his DP breath, holding downwards will make him face down, pushing himself upwards like a jetpack. This is to add more use to the breath, as well as so Gorbzilla finally has a verticle movement option.

Gorbzilla can spend energy to grab enemies. They'd be unable to move, and Gorbzilla's next attack would send them flying much farther.

Gorbzilla can actually duck + use a tailwhip-like attack. Honestly, I'm not too sure why that one wasn't always in the game

Other characters are going to recieve simular buffs, such as Mothball being able to spin-attack her own projectiles to launch them forwards, or Brodan's Axe cans being able to be blown up by his weights.

LEVELS AND ENEMIES

To complement the changes in character move sets, I plan on also improving the levels. Enemies are going to be made with interesting movement and behaviors in mind as to make them unique.

Something I loved about my original demos is that each enemy felt seperate, while also complementing others. As time went on, this idea began to fade away, and a lot of enemies were created simply for variety.

Well, not any more. Each enemy will have something to set them apart from others, like how Horsebats aren't able to be moved up or down, and how Funny Bears attempt to ram into the player.

In addition, some levels will feature gimics such as static that blocks your vision when you have less energy, or bouncey tiles that throw the player upwards.

There's a lot more I could talk about, but that starts to get into talking about things that weren't in previous versions, and I think I'll save that for another post, as this one's getting pretty long.

Rest assured, I've got a lot of other things I'll talk about later, and they're the kind of things that are going to define this new era of the game.

I'll see you all again soon.



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