There are now three levels left until Bleed 2 is at alpha, woohoo! It’s a milestone I can’t wait to reach.
This week I started piecing together the antepenultimate (third-last — don’t say you never learn anything on this blog) level, and was disheartened to find a lot of things needed to be re-done. I spent the week re-doing the level’s tileset (won’t show), some background images (won’t show) and started re-doing a boss (…which I will show!)
This is the Segment Slider! I call it that because it’s made up of segments, and it slides around. I’m a very creative person. (That’s probably not its final name.)
This is the first boss I made for Bleed 2! It comes from an idea I had for the original game. During the tram segment in level 5, there was gonna be this wall full of holes that slid by back-and-forth in the background. Spikes would emerge from the holes in different configurations each pass, and you’d have to dodge through them until it went away or died or whatever. It felt boring to play through and didn’t make much sense so I ditched it, but the kernel of the idea remained.

The Segment Slider is that idea reborn — an opponent that slides back and forth, forcing you to dodge through it in various ways. It’s built to be practically symmetrical, so it can slide between either side of the arena and still look correct. The segments protect the big glowing ball, which is the weak point — you have to damage it while it’s attacking you.
Pretty neat, I guess. But it feels kinda limp to me. Why?
-99% of its attacks are variations on sliding from one side of the screen to the other, just in different ways. Yeah, that’s the boss’s gimmick, but this case it feels like it’s just doing the same attack over and over again. I want it to feel a little more varied.
-The boss is so tall — and the platform the player stands on so low — that 80% of the boss’s segments will never pose a threat as they slide across. This leads to a lot of boring downtime — you dodge the few segments that matter, and then… stand around waiting for the attack to finish. Not cool.
-A few months ago I made the pistols’ hitboxes much bigger, so you wouldn’t have to be so precise when shooting at enemies. That unfortunately has made shooting through the gaps in the segments to hit the weak point very difficult.
In essence, it’s a slow-paced, unvaried fight with a lot of down-time — not to mention the code was old and hard to work with (I’ve improved a lot since then.) So I’m sucking it up and re-doing it proper!