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 own as I’ve developed them. The more I build and play around with Bleed 2, the more I develop my understanding of what makes the game challenging and fun, and the better I can tailor it to play to its own strengths — at least as I perceive them. So “editing/tightening” is me going back over my work with this new understanding, making the whole thing stronger and more unified.
This post contains a few large gifs, so most of those are after the break. But, here’s a snippet of how Level 3 used to play:
I have a strong love of shmups like Gradius and Ikaruga. Most of Level 3 takes place in the air on the hull of a ship, so it seemed natural to pay homage to some of those games. Enemies come in familiar Gradius-esque formations, and would contain patterns of purple and yellow that mirror Ikaruga. But playing it now… it’s pointlessly cute and not too relevant to what Bleed 2 should be. The enemies are so slow and are barely threatening, there’s not a lot to reflect or dodge, it’s not very stylish and attacks come pretty much from one angle at a time. So…
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