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7/20/2025, 12:47:50 PM
Some new sprites for Dion that reflect the addition of monster pots. Since the player always has a sword hanging over their head, I think it could be fun to use that to their advantage at times, particularly in killing enemies that are in the way. The player would have to jump so that the sword would come down on the enemy. Some enemies might be needed for solve a room's puzzle to get to the end, so for the player to not be softlocked, this is what the monster pots could be for. They could be picked up and put down, but not thrown. Also, if the player's to get hit and restart at their starting point, it needs to be programmed for the pot to disappear and then reappear at its original point.
To add some risk to killing enemies, the player still has to watch for enemies that can jump or throw a projectile, which can sever the thread holding the sword, which results in the player's death.
I also added some "hurt" sprites for Dion. The idea is that touching an enemy, a hazard, or falling off stage would not result in a lost life, but trigger a three second cooldown before Dion respawns at his original point in that stage. I feel like this opens up a lot of space for the player to experiment in their interactions with enemies and hazards, and that enemies and hazards can be made more difficult than what might be found in a typical action arcade game. The only guaranteed lost life is if 1) the player runs out of time, or 2) something severs the sword's thread.
To add some risk to killing enemies, the player still has to watch for enemies that can jump or throw a projectile, which can sever the thread holding the sword, which results in the player's death.
I also added some "hurt" sprites for Dion. The idea is that touching an enemy, a hazard, or falling off stage would not result in a lost life, but trigger a three second cooldown before Dion respawns at his original point in that stage. I feel like this opens up a lot of space for the player to experiment in their interactions with enemies and hazards, and that enemies and hazards can be made more difficult than what might be found in a typical action arcade game. The only guaranteed lost life is if 1) the player runs out of time, or 2) something severs the sword's thread.
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