https://ppowersteef.carrd.co/
Check out my game #HertenHeld !
This update mostly adds some difficulity and some challenges for the daring.
ppowersteef.itch.io/hertenheld/d...
Thank you for watching my bluesky posts series
#HertenHeld #gamedev #indiedev
This update mostly adds some difficulity and some challenges for the daring.
ppowersteef.itch.io/hertenheld/d...
Thank you for watching my bluesky posts series
#HertenHeld #gamedev #indiedev
Hope y'all enjoyed it
I remember having the idea to have 'Metroid reward' ending screens depending on your prestations, but I got tired doing gamedev.
If this post gets 50 likes I may draw a new ending screen or something idk
Hope y'all enjoyed it
I remember having the idea to have 'Metroid reward' ending screens depending on your prestations, but I got tired doing gamedev.
If this post gets 50 likes I may draw a new ending screen or something idk
One of them is that you can get caught while it's transitioning to the third stage or even when it's 'dying'.
They're still left in because I found them funny
One of them is that you can get caught while it's transitioning to the third stage or even when it's 'dying'.
They're still left in because I found them funny
So I decided to make the un-nerved variant an optional stronger bonus form.
I plan on making that one more accessable in the next update. (16/15)
So I decided to make the un-nerved variant an optional stronger bonus form.
I plan on making that one more accessable in the next update. (16/15)
She'll continue this attack until the whole room is filled with these vines, so better defeat her in time.
At the end, she'll surrender and return the forest back to normal. (15/15)
She'll continue this attack until the whole room is filled with these vines, so better defeat her in time.
At the end, she'll surrender and return the forest back to normal. (15/15)
It's a good thing the Alraune doesn't have a direct hitbox that damages you. (though she didn't tell you)
It's a good thing the Alraune doesn't have a direct hitbox that damages you. (though she didn't tell you)
- Summoning vines from below
- Throwing three flowery daggers
- throwing two cabbages that turn into enemies.
(Alpha footage)
- Summoning vines from below
- Throwing three flowery daggers
- throwing two cabbages that turn into enemies.
(Alpha footage)
The second passive is closing the flower with you inside, which happens if you're jumping on top of her.
The third is releasing spores, which will stun
And the fourth one is moving the whole body to grab you
The second passive is closing the flower with you inside, which happens if you're jumping on top of her.
The third is releasing spores, which will stun
And the fourth one is moving the whole body to grab you
The first two is the large majority of the fight, she has 3 attacks for each stage, alongside passive attacks that usually happen if you're getting too close to her.
(Alpha footage) (10/15)
The first two is the large majority of the fight, she has 3 attacks for each stage, alongside passive attacks that usually happen if you're getting too close to her.
(Alpha footage) (10/15)
but even if you get hit during the dagger throw, she can't help to make a little smile.
but even if you get hit during the dagger throw, she can't help to make a little smile.
She keeps that playful allitude and is usually enjoying herself during the fight.
She also shuckles whenever you get damaged.
(alpha footage)
She keeps that playful allitude and is usually enjoying herself during the fight.
She also shuckles whenever you get damaged.
(alpha footage)
I had the idea that enemies should have "realistic scaling", cause to Samantha, she's already twice as big as hers
She was the first example where I had to drop that notion, because you should scale with the screen (5/15)
I had the idea that enemies should have "realistic scaling", cause to Samantha, she's already twice as big as hers
She was the first example where I had to drop that notion, because you should scale with the screen (5/15)
They usually were strong enemies with varying attacks, almost a mini-boss. Several attacks have been inspired from them.
They usually were strong enemies with varying attacks, almost a mini-boss. Several attacks have been inspired from them.
I remember this one having a tricky attack with it's vines attacking you from below. Interestingly, he only does that attack if you have your camera positioned upwards.
I remember this one having a tricky attack with it's vines attacking you from below. Interestingly, he only does that attack if you have your camera positioned upwards.
She was already designed to have a "boss-like" or strong presense, while still been playful.
At some point, her lore and HertenHeld's lore started to overlap, so I went combining these factors together.
She was already designed to have a "boss-like" or strong presense, while still been playful.
At some point, her lore and HertenHeld's lore started to overlap, so I went combining these factors together.
This is probably my biggest and favorite boss I've designed so far. So let's break this down for a bit.
more stuff in the comments (1/15)
#HertenHeld #gamedev #indiedev #alraune
This is probably my biggest and favorite boss I've designed so far. So let's break this down for a bit.
more stuff in the comments (1/15)
#HertenHeld #gamedev #indiedev #alraune
Alraunes, to my knowledge, also started out as a girl inside a rose, so that makes for a nice extra.
#HertenHeld #gamedev #indiedev
Alraunes, to my knowledge, also started out as a girl inside a rose, so that makes for a nice extra.
#HertenHeld #gamedev #indiedev
Several carnivorous plants also appear here, along with many honey sacs
#HertenHeld #gamedev #indiedev
Several carnivorous plants also appear here, along with many honey sacs
#HertenHeld #gamedev #indiedev
#HertenHeld #gamedev #indiedev
#HertenHeld #gamedev #indiedev