This week, I resorted several objects (bullets, enemies, boss parts) into parent/child objects for ease of classification, and because the disorganization was bothering me. In addition, I introduced a bullet reflection mechanic currently mapped to 1, 3, 5, 7, and 9 (with a 15-second cooldown), and modified the cooldowns of all spells so that there is a 3-second delay before you can use another one, to prevent spamming.
Finally, I started and finished work on the bullet hell stage boss and its gimmick–the boss has three points that the player can shoot at, those being its two eyes and its mouth. The boss’s weak point is in its mouth and it will only lose HP if that weak point is shot; however, this weak point is protected by its teeth, which block bullets. To get the boss to open its mouth, the player must shoot its eyes until they close, at which point they will have a small window to shoot at the boss’s weak point and deal damage. Eventually, its eyes will open again and the teeth will reappear. The player must repeat this process until the boss is defeated.


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