Devlog No.002
Added 2023-10-18 22:19:09 +0000 UTCAs I had noted during the game build update, I'm currently at work on the first boss. I haven't sat down yet to program them, but instead most of the work has gone into the spriting, planning, and setting the stage up for him. So right now it's mostly just some framework that was laid out, but not much else. I'm going to continue working on the boss as of now.
The feedback I've gotten on the game has showed me that I need to change a few things and rework some. There's been demand for extra 'power' levels, so I've decided that I will rework how Aria's sprites work so that I can fit in more sizes.
I also got feedback on dying in the game and not many seemed to enjoy losing all of their power levels by accidentally falling into a pit. As a result, I'm going to use the new system in a way to both increase her max sizes and also create a 'death' buffer for players. This is my plan for the system:
-The player obtains goddess symbols
-The first three will have an impact on the power level of her weapon
-Aria's sprite will change based on the amount of symbols she collects up to a max
-The amount required to 'upgrade' her appearance will increase each time
-There will be a max number of extra symbols you can carry
-When obtaining a symbol, Aria will gain a teleportation charge up to a max
-When falling into a death pit, if Aria has a teleportation charge, she will be teleported back up to where she fell from at the cost of one teleportation charge
-The amount of max teleporter charges can be upgraded
So I want to maintain the punishment of dying as losing all your symbols, but make it harder to lose everything to just slipping off an edge.
Also, some of the enemies in the game currently don't hurt you when you collide with them. Namely the archer, dryad, and the red mushroom. While knowing you can safely pass the archer and dryad without bumping into them isn't that important to the player, the red mushroom being safe to approach IS important since if you are using the blade weapon you aren't supposed to attack them. Rather you can approach them and they will puff up and then detonate a moment later giving you time to retreat. I'll figure a way to show the player this in the next build!
After I finish the boss, I will likely move to revamp the sprite system and implement this new symbol system as well.