Next up
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.
If there's going to be a save feature in my game, I might as well give the players their own kind of Level Select so they can replay it any way they want.
I know I should work on that boss, but still...
Now going through the animation process. This could take a while.
It's kind of a wonder how Treasure managed to pull a front-facing boss moving sideways at least twice.
He's coming back. ...but just this once.
A rather interesting thing I forgot about...
I decided that the fourth button will be used for switching between using weapons, and not using them. Why? Because it works with the mouse's scroll wheel.
Also, you've got an indicator at the top-left if you've got the gun active or not.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
One of the bonus stages will be a top-down stage where you try to stop the Demolition robots from smashing the summer home.
...but I don't know whether or not failing a bonus stage should "count". I think the worst bonus stages in gaming are mandatory.
I felt some mechanics were underutilized, so I'm making an expansion.
...more or less just a side quest and extra dungeon. No more than that here.
Coming who-knows-when.
0 comments