I did not had much time to work on Exodemon this week but here are some NEW features.
Checkpoints
Now each level can have one or more checkpoints, they work like a quick save, any progress until you activate the checkpoint is saved, if you die the game will reset to that exacly state.
This means if you get a gun or kill an enemy after activating the checkpoint, it will reset to the saved state, the same goes on the other direction, any enemy you kill before activating the checkpoint will remain dead for ever.
This new feature opens a HUGE door on what I can do in the level design, now I can design much more dangerous situations knowing the player will not have to replay the entire level but jump directly to action after dying.
New enemy
Big Mouth - Frogger - Flea - Jumper - Whatever you want to call him
This new enemy jumps towards the player and causes damage on touch, he’s designed to provide more vertical aiming action to the game, he also moves faster than the previous enemies, forcing the player to move around the level a little more.
His graphics are placeholders.
New claw collision
The old version required a very precise aim for the claw to work, now it causes damage on the entire trajectory, this way you can cause damage on several enemies and in a easyer way, more suitable to the aestetic of the attack.
It’s worth to note that these features were added to the game due to your AWESOME feedback!
By the way, Exodemon is on #24 of 1977 Greenlight games right now, with 2915 votes “YES”!
THANK YOU VERY MUCH!
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