Devlog No.008
Added 2024-01-11 04:07:28 +0000 UTCAt the current time I'm working on the final parts to the gargoyle boss. I still have one ability to program in before she'll be playable. She is also missing a couple animations and could use a few sfx. (You can beat her and move onto the next intermission. You can also beat her in hypercharge to access the secret temple area. However, she will not have her ending lines or death animation just yet. I'll add those after. I mostly want to get her core fight done!) I'm hoping to finish her either tonight or early tomorrow and have a playable build up. I haven't really had much time to test how balanced she'll be though so she might be very hard or very easy.
Most of her hypercharge elements are good to go, though I would like to consider modifying some timers and such on her abilities based on it too. I'm holding back on making her 'hard' until I go back and do the actual hard difficulty. Though her hypercharge form is still meant to be decently hard.
Another thing I noticed while fiddling around is how melee unfriendly she is. I'd like to do something about this as well, though I'm not fully sure what could be done yet that wouldn't trivialize her. Right now some of her projectiles can be swiped out of the air with the blade, but her melee attack hurts a lot, winds up fairly quickly, and is hard to avoid.
I'm not sure I have said it yet, but I do intend the blade weapon to be a bit harder to use with the reward being in getting more interactions. For example, the blade instantly destroys armor and can destroy many projectiles. It can also break gobbo spears too. The downside is... well it's a melee attack. It doesn't have very long range either.
I do have some ideas for upgrades you can find in hidden temples, or purchased from the shop, which should help. An example is I plan to have an upgrade do a short range wave. Though I do want to be careful as the added benefits I've kind of grandfathered into it can easily make it go from awful to overpowered with one upgrade.
For now I just plan to continue giving it some little extras for some enemy types. In the case of the gargoyle boss, I will likely add the ability to 'parry' her first melee if you attack in a certain window causing her to get briefly stunned. I also figured it might be fun that if you do this to her while she's hyper charged, that she'll boob bounce you back immediately afterward. I can definitely see her being easy when hyper charged if there is no consequence for parrying her. This is especially true with how I programmed her to try and melee you if you get close with only the exception of her super attack overriding it.
Either way, this 'parry' isn't in the game yet and I don't think I will add it for this coming build. Though after I put the build up, I will start testing her more in a specialized sense and see how it all goes. (Of course if anyone plays the build, I'd greatly enjoy feedback!)
And that's part of what the next two weeks will be, but not all of it. After I release the build, I'm going to get back to her and finish her fully. Then when she's done, I am going to test her for a bit. After I feel she's in a good spot, I will conclude v0.4 as done. That means moving onto the next big set up things. Mostly to note is that my next priority is going to be reworking Aria's sprite system to accommodate greater boob sizes and make it a bit more dynamic. When I get to working on that, I'll talk a little more about it.