Cutting + Creating Minor Enemies

This week I worked on minor enemies, among other things! To start with, here are some you won’t be seeing much of in Bleed 2 anymore. I’m not talking about the Invaders in general, just the ones with fancy hats. Originally I imagined the Invaders having different ranks, indicated by their headgear. You’d be steadily […]

Environment Evolution

I took it easy at a family cottage this week, but I still got work done! I mostly fixed up the environment art for the fifth level, which takes place inside the warship itself. Every time I make environment art and tilesets, I create little sample test rooms to try them out, like this: It’s […]

Chaff Spammer

The fourth level is done!! Woooop! It’s been a while since I showed off a boss, so let’s do that. The boss is a drone from the warship that spams chaff everywhere, which it then manipulates to attack you. I call it… the Chaff Spammer. Yeah. These names aren’t final, don’t worry. I very nearly […]

Render Targets

Personal life took some time from work, but I’m almost done level four — just the bosses left to touch up / balance. In the meantime, let’s explore render targets a bit, since I used those this week! The fourth level takes place on the hull of the warship, and at some point it starts […]

A Blast From the Past!

This week I continued re-doing parts of the fourth level. It’s gonna take at least another week, but I hope it doesn’t take much longer than that…! I don’t want to show much of what I was working on, but I did stumble across a forgotten cache of old stuff from the original Bleed so […]

More Levels!

This week was the start of fixing up level 4! A year and a half ago I’d just finished the background art for it and posted this image to Twitter. Weird to think it’s been that long. Level 4 is the one I made first to test everything out, and as a result it’s one […]

Boss Balancing

This week I balanced all the bosses of level 3, meaning the third level is looking pretty done! When I say “balancing” the bosses, I’m just talking about making them challenging, fair and fun for all difficulty levels. A lot of it is adjusting values like how much damage they do, how long they give […]

The Editing Process

This week continued the editing/tightening process for the game by moving on to level 3! A friend of mine asked me to define “editing/tightening” in more concrete terms, and I think this week’s work provides some pretty concrete examples. Maybe it sounds tacky, but I find most games have taken on a life of their […]

Week In Review — Jun 06

Special note! World-record holder Noobii_TV will be speedrunning Bleed for The Fast Force Marathon 3 benefiting Doctors Without Borders today at 1AM CST! If you’re up then, the action will be at this Twitch channel. Level two has finally reached a quality where I’m pretty much done with it, so hurray! I spent the week […]

Level Design

All the changes I made last week meant a complete re-design of the second level’s layout. It’s been a fun process watching it go from an embarrassment to something I’m having fun with, and it’s got me thinking about what constitutes good level design. I’ll take you through my thought process so far, and maybe […]