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This Week on Proto Blast #58
Eid Mubarak! Hello, everyone! Happy Eid al-Adha for us who celebrate :)
The development of Proto Blast continues, and at a long last, the design and mechanism of the fourth level is done! :)
I decided to simplify the movement of this level's boss, so that it works more consistently even when its special move is active. However, to compensate for that, I added another special move for it. So, this boss will have more than one pattern of attack.

A More Comprehensive Test of the Fourth Level!

With that done, I did more thorough play-tests on the level, and it turned out to be more challenging than I expected. Let me give you a spoiler (err.. or just an advice XD ), you'd do better if you manage your energy (PP) usage well till the very end ;)

From the screenshot above, you may notice something different. Yep, a series of numbers on the upper right of the screen. I added that to identify the missing enemy. On some tests, I thought I cleared the enemies, but the tiles that locks the boss area didnt open. So I figured that there is an enemy that moved differently than the pattern, went out off the scene. The counter is to count the enemies left both by total and each type of them. And I was right when I thought that the problematic one is one of the new-type enemies of this level, since the type has a more dynamic movement pattern. So, I found it, and fixed its movement.

I've been considering to add some kind of enemy counter to the game's GUI for a while. It will help when playing the game. But I think it would be better to think more on how it will be implemented after the design of all the levels are done.

And, with the fourth level done, the next agenda is of course working on the fifth, and final, level! But for now, I think that's all for this recap. Stay tuned for the next one ;)
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