It’s simple: We kill the Fly Man
After finishing Catastrophy and getting a new job writing in Unity, I had a bit of an existential crisis and tried to defecate into a Wal-Mart shopping cart. While doing so I was debating cancelling Beelzebug. It’s been a lone venture, that has taken 3 years by now and exploring Unity made me feel I was wasting my time making my own engine. However, after I was released on bail, I came to the conclusion I should at least finish a 1 level demo, then call it done.
So the newest development is boundaries that can damage. I made it so if you happen to land or fall onto a damaging surface (like this lovely floor covered in thorny vines) you will be thrust in the exact opposite direction, landing back where you started. Hopefully. This looping image of Fly Guy smashing his face repeatedly onto the thorns is a fitting parallel to my life. My subconscious is probably screaming for help.
And another cool thing I’ve been working on is the backdrop. It’s got parallax layers and some optional scrolling layers too. Game is starting to look more like a real game finally.