KEEP. IT. UP.
Will do! Promise.
Ugh. Three bosses more or less finished, and (despite what I just promised) I'm feeling a bit 'bleh' about working on this, haha. I may take a short break and see if I can't get the motivation back (I will, I'm just a bit tapped for ideas right now and don't feel like doing any serious thinking).
On the plus side, I only have 5 bosses to go, then it's on to actually designing levels and working on basic enemies and hazards and the like. Then, I'll whip up some cutscenes, come up with some collectibles, maybe a hidden boss or two and... Hm. This might end up being a larger project than I'd expected. Edit:
Huh. I thought I'd lost my motivation, but it turns out I just needed to pee really bad. BACK TO WORKEdit 2:
New video uploading now, showing the changes made to the previously shown boss based on your suggestions/critique. Also shown are the life upgrades and, more importantly, the new HUD element which displays the opponent's health during boss encounters.
You'll note that I've changed my mind again, at least for the moment, and upgrades now appear after defeating a boss rather than scattered in hidden locations throughout the levels. Depending on how development goes, this may become more of a branching boss-rush than anything else, with the areas between boss-rooms comprising 1 to 2 screens, tops. Ideally, this won't be the case (I'd rather this felt more like a full fledged platformer), but it depends on how much the non-boss areas end up feeling like filler.Edit 3:Here
is the video, as promised.