DEVLOG 11
But wait, there’s more…
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I added two new enemy types:
– Tank: Takes more hits to kill, does more damage, collides with the player (forcing the player to either jump over them or risk HP killing them for big bonuses). Encountered at 500m.
– Shooter: Slightly more health than a base zombie, and rapidly shoots fast projectiles for the same damage. Sounds annoying, but encountered at 1000m, by which point the player should be either strong enough to facetank it, one-shot it, or attack it from afar with abilities. You can parry the bullets, but it’s very hard. Perhaps it could be extra rewarding. -
I think this is going to be all the enemies I’m adding in this version, the reason being that I want there to be an end goal (2000m distance) without getting too complex.
– The enemies will get higher health and damage as the player travels further, but that will be it. -
The game is designed around punishing carelessness as well as awarding deliberate decision-making. In an earlier devlog, I mentioned that all obstacles and enemies will be the same each run (for each player). In this sense, the player improves in skill at the same time that they buy upgrades; two improvements per mistake.
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These are still not the actual sprites… As soon as the gameplay and UI are done, it’s going to be a cramming session of drawing. I just figured out how to use Lapse so maybe you can find my work there. Hint: I posted a video already :)
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Stay tuned for more…
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