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This Week on Proto Blast #67
Hello, everybody! :)
As planned in the previous entry, I worked on the attack pattern of the new enemies in this final level. I was stumbled upon a similar problem to the previous level's boss movement pattern. However, since this enemy-type needs different trigger for its pattern, I can't simply used the previous boss' commands set. Since it's rather complex, I decided to separate the commands into several parts to finally make it work. I also did the cleansing of the unused commands that was brought over from the previous level.

More thorough tests on the level!

With that done, of course, it's time for play-tests. I did the tests and fixes, and, it turned out that this level is noticeably harder than the previous ones XD
Oh, well, you should expect that for a final level, eh? ;)
I may still tune some things to make it more balanced, but I'll need more play-tests to decide it.

I also started the design for the boss area. Hopefully it is done next week.
Okay, I think that's it for now. Stay tuned for the next recap ;)
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