Major update to the demo

Check out the pinned post to download the new, updated demo.
Updates:

1. Added a Control and Credits button to the Menu.

2. The Pause menu now has a Quit to Menu option.
I’m having a hard time getting the Skip Movie to work so for now you have to sit through the 30 sec animation.

3. New health image that doesn’t look like the enemies.

4. I took out the door in the Second Room. It felt like I was forcing the obstacle because I worked hard on animating the door in perspective. I also added a couple of enemies.

5. Pox’s projectiles now have a blurred, red circle to help distinguish it from the dark environment.

6. Increased the size of the button collider in the Bunker so it’s easier to activate the little movie.

7. The boss level updates
• Created a new background that makes it a little more
interesting.
• Changed the ending that removes the title because
for some reason it was crashing the OSX version.
• Tweaked the health and collision on some of the
enemiesButtonsControllerCreditsGreyHealthPath DoorRedResumeSecond Room

Bone head

Bone head

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.