Game
Rock Beyond Time
2 years ago

Even when making a "Pro Mode", I've got to do some difficulty balancing. Now, Pro Mode is balanced, all things considered.




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If you're worried about whether or not a setting doesn't feel realistic in a platform game's camera angle, treat it like it's a stage play. They're never that realistic, but we buy into them all the same.

The only things that carried over from the original sketch for little Timmy are his dapper outfit (which kinda makes him look like Richie Rich) and Astro Boy's nose.

Adding that bit of chub from the sprite made his face even more like Astro's.

I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.

Don't worry, it'll be out by tomorrow night.

That sounds nice and all, but I think I'd better write what I know, and not just go with the poll's results for making my game. No offense.

Coming soon to another update.

Lemme get some work done with it first, then we'll talk.

I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.

Also, yes, I NEED to put on that "Pro" flag everywhere.

Somewhere in this game is a robot convention. It'll need a large variety of enemies (and a miniboss) because our robot maid will destroy the merchandise on display just to keep one kid safe.

...but it's okay, since no humans are gonna get hurt, right?

I hope you appreciate what I go through for pointless details like this.

I don't plan on going this crazy too much, though.

Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.

...too bad it won't be as epic as the final boss, but still...

When doing mugshots, sometimes, it's a combination of both my initial sketch and my sprite.

I'm committed to his ridiculous head shape.