24.04.17

By the last day I was already getting tired from working like 14 hours each day.
Not many additions on the last day, but rather fixing of anything broken or incomplete. Got the little enemy sprites and animations in, made a boss, balanced out the enemies and complected them into progressively more difficult encounters which were placed on the map. Got some small story elements in, put in some particle effects... And well, we managed to complete something. Here it is.
In hindsight, I think there are two major design flaws. One is that making good melee action combat takes longer than we knew we had time. The other is that it's not fun the be the slow and sluggish boss, even if you hit hard. That's kind of the reason why traditionally, the player is the small, agile, and smart one. (Also, I'm not allowed to actually make the AI good enough that it would beat the player, so this game can't even be a reverse bossfight simulator.)

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