This boss has been pretty fun to work on.
The satellites make it really easy to come up with interesting patterns.
He’s also quite interesting to fight, because how you take out the satellites is up to you.
You get points for time, so concentrating on attacking the body will usually get you the most points, but will also be the hardest approach.
The turtle’s theme is bullets that spawn on or bounce off the edges of the screen. So most of the patterns don’t look particularly impressive, but they’re still challenging.
For each boss’s last pattern I’m sticking in a super-dense graze-fest. Bigger bullets are worth more points!
Btw, all of my screenshots are on Heavenly difficulty.
Casual difficulty is about 25% density, Hard is 50%, and Heavenly is 100%.
That’s 9 bosses so far. I’ll leave the last one for later.
Next up: Programming them! I think I’ll start with the ice golem.
Obviously had to make a reference to my favorite shmup series!
This boss will move around a lot, as you can imagine, and make honeycomb barriers.
Here two pieces of fanart from sasukefull.
Spider webs make for good bullet patterns!
I’ve released a new demo for Bullet Heaven 2!
Play it here and tell me what you think!
Here’s a bunch of bug screenshots that I’ve saved while working on BH2.
Stuff like this happens when I mess up some conditions, and the game creates bullets or foes when it’s not supposed to. Things get out of hand and usually some cool visuals result.
Next demo coming soon! Just tidying up some small issues.
That’s me finished all of the non-boss foes! 146 foes in total, plus 22 foe-ish entities!
Next up: Polishing off a few things and releasing a foe demo.