
The bullet knockback affects this game mode interestingly. The player has to be vary careful about shooting in the air when there are lots of bullets because the knockback can make movement difficult to predict but the knockback can also be used by advanced players to move backwards whilst facing in the same direction or to quickly push themselves out the path of a bullet.
This version of the arcade has reflecting turned off because it would make the game much too easy.
I like the design of the encounter because it gives the player the choice of where they want to shoot the enemy but only to a degree as they have to hit all 4 targets before any respawn. This forces the player to make use of all their abilities as they try to reach the highest point to shoot the top target, which is always difficult.
At some point during development I changed the hover bar to recharge slowly on the ground rather than instantly resetting but I forgot to write a post about it (I also made the jumps recharge slowly but removed it again because it was frustrating and difficult to track).
The slow hover bar recharge is really interesting in this game mode because the player is encouraged to spend so much time in the air, managing hover bar charge becomes really important and sometimes the player has to spend time making skillful dodges on the ground in order to recharge the hover as much as possible.
This game is actually one of my favorite things to do in the game and I'd like to add more game modes like this.

apart, especially for colorblind people. The new top tier bullet looks really big and threatening; It's clear it cannot be reflected. That said, another mechanic I added was the power reflect, where a frame perfect reflect can actually reflect a top tier bullet and at a higher speed. It's something I borrowed from Super Smash Bros Melee It's ridiculously hard to pull off though and is only intended to create lucky instances for players and as a very high skill more for advanced player.
I really love how it looks like the bullet knocks out the characters teeth when it hits (Also, the red eyes are invincibility frames (i frames) )
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