Playing With New Features

I finished the third level this week, hurrah! I’m not going to show any more of it for now… of course it’ll be displayed eventually, but keeping some surprise in the game is important to me and there’s a long long way to go.

Instead, I’d like to list three new things I’m toying around with for Bleed 2.

Taunting

The first one is taunting! I think mugging for the camera fits Wryn’s character rather well, even if I’m not positive what purpose it serves. Right now taunting gives a large boost to the style meter but suffers extremely diminishing returns on consecutive taunts. I had already taunted once or twice before recording the gif, and you can see it does practically nothing at all. If nothing else I think it’s a silly fun move to have in there.

Pass-Through Floors

You might have noticed this one already, but hey! Pass-through floors have finally made it all the way from 1986 into Bleed 2. You can jump on to them from underneath, and you pass through them during air-dodges. I know it’s typical for down+jump to cause your character to fall through these, but I’ve yet to implement that because I have concerns for how that’ll interact with air-dodging. I’ll try it out at some point though.

Air-Dodge Customization

And finally we’ve got customizable air-dodges! Here you can see a flying-kick-kinda air-dodge, Noitu Love 2 style. It’s a bit slower and less maneuverable than the regular air-dodge, but you’re invincible to enemies and cause damage to them while you’re in it (bullets still hurt you, though.) Right now you can attack while performing it too, though I’m not sure if that should be the case. I’ve got this and a few other air-dodge customizations that I’m fiddling around with that will unlock after you beat the game.

 

That’s it for now! Feel free to let me know what you think about all this, especially if you have a more practical use for the taunt mechanic — I like what it does right now, but I’m still trying to think of possible alternatives, too.