Posted May 20, 2024 by Ripper Coyote
it's been a couple weeks since the last demo. i took a vacation and have been looking into some refinements with the controls, ui, and general systems. here's some highlights:
there's a new completion screen that scores you based on time taken, fire/enemies cleared, and damage taken. this will give the levels a bit of replayability and encourage more competition.
i also significantly reduced the difficulty to compensate for a more open ended scoring system. mild gives you 12 minutes and 10 lives, medium gives 8 minutes and 8 lives, spicy gives 4 minutes and 6 lives, and extra spicy retains its 2 minute time limit.
i reworked the major hud elements. the portrait changes as callie takes damage to make it more useful to read for immediate info, and the water meter now flashes when fully charged and bubbles when shooting/charging, which makes timing fully charged shots a little easier.
level 2 is complete! it'll be in the next demo. i wanted to include some of the mechanics i left out of the first level, such as buttons and stairs, to make it stand out from the first. i also tried to stretch the tileset a little. here's a screenshot from the roof area:
kicking stunned enemies has always been a mechanic but wasn't well highlighted in the tutorial and was not as useful as just using the hose. universally, player experience was that it was jank, so it's been overhauled. kicking enemies now has an animation, applies some physics properties to the target (allowing them to press buttons and slam into other enemies), and carries over more momentum, making it a great option to deal with enemies in tight spaces.
i want to update the section of the tutorial that introduces enemies to also go over kicking so that it's clear this is an important mechanic. its current version was a bit rushed and needs some adjustments, such as not overlapping the dialog box with the first fuegato you see.
i've been squashing hella bugs. here they are in no particular order
here's the things i want to do before the next public build: