Today was spent performing some bug fixes along with some additions.
Neon's dash somehow had an issue where it could clip you through walls from the other side of the screen despite not going anywhere near that fast or that far for it to logically make sense.
Turns out the logic I had for making a dash cancel at a ledge was capable of sending Neon into a wall if the place the platform and wall met at was somehow the edge of a platform. Dash interacts with, like, everything in the game so finally figuring that out was a weight off my shoulders, as it was incredibly hard to replicate in the first place. Shoot, I might've just gotten a lucky break with my recent tests after addressing the issue.
Other developments include:
Performing Reversals now changes the prompt on the top left of the screen. It's randomized per dash, so chaining them together will get the interface to generate some humorous text until you actually perform the counterattack (shown at the end).
Shortening the tooltip for the Combo Bomb object, and removing a lot of other tooltips from the game.
Additionally, added an explosive area and Node capsule above the bomb to encourage you to figure out how to hit it upwards.
Some people intuitively figure out the bomb and don't need this text at all, others don't and wonder why it's so hard. The response I've seen about just figuring it out is polarized, so I'm going to compromise and simply
tell you to experiment for now. I'm doing my best to
make you figure this thing out and stop using one attack on it.
Branching off that point, we've now got:
GIANT FLYING SENTRIES (Minibosses)
Look, if you ain't figure out how to hit that bomb upwards yet, you will here (or maybe not, you can always dash up there and punch them). I'm iffy about making there be two of them, but I'm going to distribute the next build with it and see what happens. It's one of those things where if you figure it out, it's incredibly easy, but if you don't use the gimmick available, you can still beat it, but with a bit more difficulty.
Biggest challenge I think I've run into overall is conveying to people that their attacks and movements can go in every direction on a dime, and hopefully this helps a bit more in showcasing Neon's utility. Like, I'm glad the barrage is fun, but it's not gonna get you out of every problem and while I don't want to punish people for using it all the time, I DO want to make it clear that it won't always work and that defaulting to it isn't optimal.
Also, here's a pic of that slash animation ingame, and me dodging the attack with a Reversal (dashing right before being hit). I'm a character artist, not an animator so I'm really enjoying seeing my mans slice at me.
Finally, I'm also starting on the new sprite for Loudmouth so the thing isn't just a giant ball; the world around you both inverts right as the boss music starts. Might nerf the sprite to 128x instead of 256x for my sanity down the line.
Just kidding that's not the last thing; I also have some miniboss music in the works! With instaudio going down though, it's hard for me to be lazy about posting a quick link to it, so you'll just have to wait until it's in the game to hear it lol
Overall, it's 1am and I need sleep; will be back at it again soon, with another build (with Mac support, I hope) ready by this weekend.