So I'm in LA without Xbox controllers, meaning I'm more inclined to work on Bullet Depth (also I really think there's a lot of cool potential and I'm excited to add more to it). So! First of all, if you hadn't played the first build this is my take on a bullet hell game. 1 hit death, and for now it's a high score kinda game. If you let go you drop down to the lower level where you can't be hit by enemies from the top area, but a constant barrage of bullets will ensure you can't just camp below.
Well what's' new? More random and less exploitable spawning, powerups, enemy collision now kills the player (will think about this or make it so only some enemies do but we'll see how it feels), some enemy variance, and wave spawning! There's a whole lot of new things, but it shouldn't feel too overwhelming if you got the hang of the first build. There's still a ton I'd like to add including a non-procedural mode, but that's going to be pretty far down the line. Grab the build below and lemme know what you think!
There's a lot going on in this screenshot, but I promise it makes more sense when you're playing and will look much more intuitive when I eventually get some art in
Well what's' new? More random and less exploitable spawning, powerups, enemy collision now kills the player (will think about this or make it so only some enemies do but we'll see how it feels), some enemy variance, and wave spawning! There's a whole lot of new things, but it shouldn't feel too overwhelming if you got the hang of the first build. There's still a ton I'd like to add including a non-procedural mode, but that's going to be pretty far down the line. Grab the build below and lemme know what you think!
https://drive.google.com/open?id=1y4w_HThEsxCbUxfY-6Xt4nrdIsFKO7VQ
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