This week I finished the menus for the demo, re-worked some bosses, did a lot of difficulty balancing, and also added tutorials!
This may be a familiar concept to many, but I’ve built the first level to slowly and (hopefully) organically introduce Bleed 2’s mechanics. In case you don’t know what I mean, check it out:
This is the first, very small area of the game. Wryn wants to run outside and see what’s happening to the city, but this elevator shaft is in the way and needs to be jumped over. It forces the player to either prove they know how to jump, or learn the skill.
In a game with more traditional controls I’d be tempted to leave it as-is and force the player to figure it out, since it’s pretty simple. But I don’t think it’s fair to expect anyone to guess that right trigger is the jump button, and I don’t want to frustrate anyone (especially not at an exhibition.) So, if the player can’t figure it out after a second or two, Wryn pipes up to tell them what the jump button is.

The rest of the level’s first half continues in this way. I try to introduce concepts one-at-a-time, and then incorporate them a few more times later on to keep the idea sticking in the player’s mind. For example, you have to keep jumping over the gaps between buildings (but there are fire escapes that come into view to catch you if you fall!)

I also got to work making the menus for the demo! Just like the audio, they’re pretty rough, but I don’t need them to be complicated or ultra-detailed right now, I just need them to be there.

Bam! Hitting enemies with the katana now plays a slicing animation along with some other effects, and dying Invaders lose their guns. These are all particles!





As I’ve mentioned before, all objects in Bleed are something I call ‘Entities’, and all Entities have a hitbox. But if you count them up, you’ll see Wryn has five hitboxes. Whaa…?






