Sunday, September 18, 2016

Simple Update

(The new build is right here!)

Not a big update this week. Just a really simple new level. I thought the kill wall introduction should start with as few additional mechanics as possible. Additionally, I found a way to focus on a different aspect of the kill wall. Other than the fact that it, you know, kills you, it causes the player to need to worry about the terrain of the level in a new way. The level I added feels a lot more like a race track than any of the other levels have felt. Might be a lot more design space there in the future.

I also want to try to be better at posting more pictures, even when I don't have much new to show. So here's the new level. Very simple:

As per usual, the charging-up noise is by Javier Zumer. I am using and modifying it with this license.

Sunday, September 11, 2016

Better Kill Wall Levels

Just some minor level tweaks this week. Well, not minor. I basically redid two levels because I wasn't happy with the way the game introduced kill walls (the red ones that destroy the player on contact).

Kill walls were introduced as sort of a "lull" in difficulty, but red walls that kill you if you touch them isn't a particularly complex video game concept, and I didn't like that players who encountered them seemed surprised that there would be a lull at that moment. The levels that I added are a little complex, but we'll see how they feel in a week or two.

As always, charging-up noise is by Javier Zumer. I'm using and modifying this asset under this license.

Monday, September 5, 2016

No new post this week. Labor day holiday.

This weekend I spent all my time getting ready for Labor Day weekend. That means no update this week.