Super SpaceMail Devlog #1


Alright, let's talk about this boss!

This boss started well, I tried to do something very simple because it is a secret boss, so not every player will get to it…

I liked this version, but it was too much, and you need to be able to recognize what is overcomplicating the gameplay. Simplification is gamification's best friend. In this case, for this boss, my solution was to OBLITERATE this code except for the cool heart thing (which has something to do with the lore).

Yep, this is a rhythm boss. No, I didn't know what I was getting myself into.

Remember when I said this was supposed to be an easy boss to make? Well, this is where I tell you my biggest weakness in game development. I tend to underestimate the trouble and effort tasks will take.

But being positive, for composing music, doing the general mechanics, MAPPING THE MUSIC NOTES AS SYNCHRONIZED AS POSSIBLE MANUALLY, optimization, and balancing, two and a half weeks doesn't seem like a lot to me

Here, Traveler, is the result of my efforts:


Not really, this one was buggy no matter how hard I tried to fix it. this is a clear example that, even if we like the idea, sometimes it doesn't turn out so well when we execute it. And that's why it's important to make prototypes…

This is the true final version:

Jokes aside, I'm happy with my bosses' results. I like playing them and the musical themes stick in my head. No masterpieces here, just love, effort and completely different bosses that, when you think about it, are little games within my big game. I am happy.

Thank you for reading! See you soon~

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