Update 16- ​So it's ​that​ kind of bi-monthly after all


To be fair, I got very little done for the past month due to recovering from vaccine side effects, so not much got done in April.


Boss #2 finally has wings. It's always had wings in my old concept doodles, but since they're mostly a visual effect more than key gameplay mechanic, I never really got around to adding them until now (since I'm a lot more confident in the base snake physics tech).


Some more work's been done on boss #3- here are some of the new projectile attack patterns.


The player's response to blocking got a minor overhaul, which includes their combo not resetting if they hit a blocking enemy- this looks a lot more natural/visually interesting now compared to only spamming the first attack.


Some of boss #5's effects have been updated, plus some new attack patterns- no new character animation, but more projectile behavior variety. Speaking of boss #5, I started working on some cutscene stuff:

Also meant a bit of rewriting/adding to the dialogue system to interact more nicely with non-dialogue events.

Get Bloodless

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