I knew someone was going to do that ;) I'm impressed that the game coped with it, though, because I hadn't written in anything specifically to cope with falling off the bottom of the screen (I'm going to avoid those entirely this time around, they're annoying!)
The question of enemies is something that I haven't worked out yet! Up until last night I was planning the game to have a very traditional, CT2-like relationship with enemies - they take your health off if touched, you jump on them, they explode - but having written in just the bouncing on the snails... I'm beginning to wonder if I even need a health bar or a way of dispatching enemies. If I go that route, I'm going to have to be very creative to keep up the feel of excitement and danger of, say, exploring the lower reaches of the caves... obstacles could still be Prince of Persia-like platform action, but I'm not sure how to have the same sense of enemies impeding progress. I'd also like there to be a few climactic boss fights in the game, so... I've no idea, yet.
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Date: 2013-08-19 11:59 am (UTC)The question of enemies is something that I haven't worked out yet! Up until last night I was planning the game to have a very traditional, CT2-like relationship with enemies - they take your health off if touched, you jump on them, they explode - but having written in just the bouncing on the snails... I'm beginning to wonder if I even need a health bar or a way of dispatching enemies. If I go that route, I'm going to have to be very creative to keep up the feel of excitement and danger of, say, exploring the lower reaches of the caves... obstacles could still be Prince of Persia-like platform action, but I'm not sure how to have the same sense of enemies impeding progress. I'd also like there to be a few climactic boss fights in the game, so... I've no idea, yet.