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Devlog - 68

Steady development continues with Death Vapor. We're about finished implementing the 1st mission, except for the boss. Up until the boss the duration is just under 2 minutes, which is exactly the target for the 1st mission. Because of the intensity, and ever increasing stakes, you really don't want a bullet hell level to go on too long. Not counting bosses, typically, levels last a few minutes, and the final stage might go twice as long. I think 20 to 30 minutes for a full playthrough is the sweet spot. It's one of the few genres where players will complain about too much length.

A modern gamer might think there is little substance to games with such short length. Quite the contrary, shmups and other arcade style games make up with replay-ability in the pursuit of mastery. And I tell you, there is no greater reward a game can give you than the satisfaction of mastery. The trick is motivating the player to strive for that coveted 1cc. Mission modes, training modes, and granular difficulty options are a huge help, and we've got plans for all that goodness.

As for the images in this update...
-Variation of the 1st boss sprite, which will fly up the screen in the near background, before facing you from the top.
-Comparison of the sprites
-Further iteration of shooting concepts for the 1st phase of the boss fight
-A look at the scoring items, increasing in value from left to right. We recently added platinum gems, and crosses, which can only be procured by precise targeted kills, motivating risky, yet elegant play style.    

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