Updates for A Crooked Heart

Show us your drawings and animation made with the TVPaint technology here !
acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

Intro update v2

Post by acrookedheart » 07 Aug 2019, 04:04


acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

Demo intro update with music

Post by acrookedheart » 10 Aug 2019, 01:00


acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

Saevus boss head

Post by acrookedheart » 10 Aug 2019, 20:32


acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

Boss Ideas

Post by acrookedheart » 13 Aug 2019, 19:07


acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

2nd cinematic

Post by acrookedheart » 17 Aug 2019, 21:45


acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

Boss Laser

Post by acrookedheart » 09 Sep 2019, 03:03


acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

Re: Updates for A Crooked Heart

Post by acrookedheart » 30 Sep 2019, 21:46

There's lots to do before the end of October. Lots of fixes, polish and other stuff I haven't discovered yet.


acrookedheart
Posts: 53
Joined: 02 Apr 2017, 01:47

Re: Updates for A Crooked Heart

Post by acrookedheart » 08 Oct 2019, 14:42

Image

A friend tested out part of a boss level for me and pointed out some very important errors that, in my bubble, didn’t see.

The issue was that Saevus’s exposed parts didn’t the player any reason to feel accomplished when trying to destroy them. It’s like, “Cool, here are some parts that beg to be destroyed but why?” His suggestion was to have something there that gave the player feedback and a sense of accomplishment no matter how small.

So I came up with this shield that’ll give the player a kind of, “Hell, yes.” “Gotcha mf!” sort of moment when it’s destroyed.

Post Reply