Geoff Oozos Lives


Days 3 & 4 went pretty well.  I scrapped the old weird power up selection idea and went with a much simpler method of just entering a number to grab the desired power up.  I was having a lot of trouble setting up the logic for toggling between the different items and it felt good to scrap the idea and move on, especially since it didn't really affect gameplay at all.  From there I was able to set up the remaining stages and boss fights, some erratic enemy path patterns (WE HAVE CRAPPY RATS NOW), enemy bullets, and jank placeholder sprites for the 2nd and 3rd bosses.  Level 2 boss right now is basically a C.H.U.D.  At this juncture I refuse to explain why he is pushing up a sewer lid when he's already in the sewer.  Level 3 boss is the one and only Geoff Oozos, the evil mastermind CEO behind polluting the sewer in the first place.  

What's kinda cool is that this is starting to actually feel somewhat... playable!  It will be interesting testing and tweaking things to find that good balance between fun and challenging.  Next things on my list - maybe making the bosses move around a bit, some new power ups to pick from for level 3, a system for lives or health + HUD, and title/gameover/conglaturations screens.

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