The mechanics of the lantern modes and powers didn’t sit right with me. So instead of simply calling them Power One, Two, etc., I gave them names instead. This way they are more distinct and it is easier to understand that the different modes have their own Light and Dark Power. I am hoping this makes it clearer that each mode has two distinct powers.
I updated the names on all the necessary menus and I made sure to add the tutorial message on the third stage about the new power. While on the third stage I also updated some of the effects because I got a free asset from the marketplace that adds nice elemental effects.
With the time shadow power the enemies tended to glitch every now and again. After testing I tried to fix it by making sure the task for the attack would reset if the time shadow was interrupted. I believe it was breaking when the time shadow didn’t get to attack for some reason. At least I’m hoping this solves it.
I’ve been playing a lot of FromSoftware’s Bloodborne again lately. It is my second playthrough and I am remembering how difficult the game is. This showed me what players will really put themselves through to be victorious in a challenge. It also convinced me that I have been too easy on the tuning of my bosses. Especially with the first boss, I want him to be a great and fun challenge. He should be the perfect introduction into the combat and mechanics of the game. Using his weakness does make him a lot easier but you will still need a good grasp of the game to be able to beat him. I did balance a few things, I made the player’s heal ability regenerate more health. It seemed a bit too unfair to have such a limited and expensive ability heal such a small amount of life. I just make it small as part of the difficulty but it might have been a bit too unfair. If it does feel like it is too much I can always dial it back.
After fighting the first boss a few times with his new numbers I had a lot of fun getting my ass beat by him. I tweaked his heal as well. For him I made him heal way too much. It feels better that he heals by a bit, but not half his health pool. That was a bit ridiculous. I also added a new effect to try and communicate that the boss will no longer be affected by his weakness.
Overall I should not be afraid to make the game very hard. There aren’t going to be that many bosses after all. I should make them memorable while I can and I am targeting those people with a lot of patience.
Tomorrow I may go back to the third boss and tweak that fight or I will start working on the fourth stage which I have been putting off for awhile. It is nice to refine the other portions and I am not in a rush to finish anything soon.






