Last weeks progression was the turning point of the games progress with the implementation of The Kraken Boss, as well as the new ability MultiFire alongside a few quality of life changes like colour correcting the background and adding visual elements missing from the earlier versions of this program.
Firstly last week my focus was adding in functionality that wasn't necessary but rather desired. As of now the background colour of the game changes accordingly to the current level the player is on from blue to green to black (or rather tones of these colours). Levels now grant bonus points for quick completions:
Boss room 1 <30s grants 100 points
Boss room 2 <45s grants 200 points
Boss room 1 <60s grants 300 points
This is to reward those who develop strategies to defeat bosses as quickly as they can, these bonus points will add higher scores into the new high score system offering an extra challenge to try beat for the next player. Lastly the title screen now has visual assets rather than the bleak black screen it had previously.
The Multifire ability has been added as the final player ability offering an almost shotgun like attack that fires 3 spreading cannonballs that is used correctly can take big chunks of health off of unsuspecting enemies ( or bosses). Like the anchor ability, this is a one time use item but it can be picked up from the corpses of dead enemies to allow for additional usage
Finally, The Kraken. This boss is the final boss of the game, it comes with the most health out of any enemy with the most destructive environment to make defeating it just a little bit more challenging. Using its tentacles to build a wall of impenetrable barricades the player must time precisely when to fire to get through to its prey, but watch out as the Kraken likes to fire back rocketing its tentacle down at the player to sink their vessel.
This week I will be adding the last final touches and finally moving on to testing the game in full to ensure that the final product is as I designed it to be.
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