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Can you feel my love bombs away
Can you feel my love bombs away












But another way to customize your strategies would be to adopt a Parodius/Twinbee style power-up, where you can hit the item and force it to change to something you want before you pick it up. In terms of production, having multiple characters requires a great deal of time and resources. And I didn't know Astebreed, so thanks for the great referenceĪlso, about the customization subject, that's another issue I'm considering. Yes, we're considering the idea of having a dash as an evasive maneuver! I feel like my game could benefit a lot from it, considering that it could help players save a ball that's far away, as well as evading attacks. This way, you have to be ever mindful of where you are dashing TO, so you're not just dashing for invincibility, you are dashing AWAY from trouble.

can you feel my love bombs away

Maybe you could implement something like that? Basically the dash grants invincibility for the duration of the dash, but leaves you vulnerable for about a half second AFTER the dash. Starting at around the 40 second mark you need to dash through the red lasers. I made a video with a good example of this in action here: Personally I feel like having multiple characters with different abilities lengthens the time I spend with a game, and makes it more interesting.Īs for brainstorming a third option, what about maybe a "dash"? I've seen your game and I think it might be cool if the character could dash, granting a short invincibility.

can you feel my love bombs away

Jamestown is a great example, as well as Caladrius Blaze, and Raiden to a lesser extent. One of my favorite things in shmups is customization.














Can you feel my love bombs away