This past week Teddy and Fred have kept tinkering with new attacks and patterns for Zhamla. We are trying to find that sweet spot where Zhamla lives up to his name as King of Collecting, the most powerful collector of all time, while at the same time not trying to overwhelm the player with an endless moveset. It’s a fine line to walk and it’s always tempting to push it even further when you’re working on the final FINAL boss of the game, but we’ll try to not go too overboard. No promises tho 8)

So, one of the new attacks we’ve been working on is screen wide wind inferno-thingy! It’s main intention is to break up the pace a bit and give the player a small amount of breathing room before jumping back into the high intensity of dealing with Zhamla face-to-face.

First up is a video of an early iteration of the attack, trying out to concept and game feel:

And a later iteration with more polished graphics to get a better feel of the cinematic qualities of the attack:

There’s still a lot of tinkering and polish left, but so far, I think it looks pretty sweet!

The second attack we focused in on this week is a Blink Strike. At the moment we’re taking some extra time and care to make sure Zhamla feels fluid and varied when his utilizing his sword. The Blink Strike was an attempt to make him more agile and able to reposition without the need for too many fancy animations.

A video of it’s first iteration:

Aaand a second one with a bit more polish to the graphics:

So far during testing, it’s been doing just what we intended (which is not always the case, yay game design!) and while there are still adjustments to be made, so far so good! We’re still deliberating on and trying out at least one more sword-based attack for Zhamla to have access to. Hopefully, you guys will enjoy what we cook up!