Firstly, please understand that this message has been written using a translation tool and may have issues with clarity. [img]https://clan.cloudflare.steamstatic.com/images//44912768/062c540c7b66cf7d378f6651307bd35a54bb76a1.png[/img] Hello! It’s already November, and Halloween has passed since we updated a portion of the additional stages in October. Did you have a good Halloween? I couldn’t get out to celebrate as I was busy developing the Stage 2 boss, but I hope you all enjoyed it on my behalf! Anyway, the purpose of this announcement is to update you on the boss for the additional (epilogue) stage! This time, rather than just showing pixel art as I did in previous dev updates, I’d like to give a brief introduction to the process of creating this boss. Check out the details below! [b]1. Stage 2 Boss[/b] [img]https://clan.cloudflare.steamstatic.com/images//44912768/6eeeb15563f87cc93fd217164eb986849b820c7f.png[/img] When I create game systems or enemies, I usually do so spontaneously. This was also the case with the additional (epilogue) stage boss, which I created through the following steps! [u][1-1. Concept Planning] [/u] First, I start by thinking about what kind of boss battle I want to design through a process like this: Idea 1: Up to now, I’ve created bosses that either chase the player, remain stationary, or move within a set range. → So this time, how about a boss that runs away from the player? Idea 2: Why should this boss flee from the player? → Perhaps because it can launch artillery if it’s a certain distance away? → If it’s a long-range attacker, I’ll base it on an artillery unit! Idea 3: What should a fleeing artillery-type boss look like? → Drawing inspiration from a scorpion, with a tail as the main gun and pincers for close attacks when the player approaches. → But a scorpion feels a bit overdone… [u][1-2. Sketching][/u] After deciding on a concept for the boss, I sketch out its attack patterns, as shown below! [img]https://clan.cloudflare.steamstatic.com/images//44912768/5286e94b770f85e79bdbf73bfef7adaec149b1a3.jpg[/img] [u][1-3. Pixel Art Creation][/u] Using the sketch, I then create pixel art for the boss and design its attack patterns! [img]https://clan.cloudflare.steamstatic.com/images//44912768/daf0922c378063cf17ea19b1199886ea78d76033.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/fdabc799afc21935f498cee799cbaa504d13516b.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/64959d4b12e7d1209078d635b9badd1798cf3ffc.gif[/img] For the second phase, I also referenced some parts of the existing bosses from stages 4 and 5. [img]https://clan.cloudflare.steamstatic.com/images//44912768/4f810c5c81e94338c8ac60bd2d838506e95e49c2.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/039c326e22d4b962c8cdd4de36f1889b1d02acb2.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/c12571012b66e5a18789ec66258c961e3d18f3fe.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/e0d53f92b77cff0b734691b53a39fa90f38ebfef.gif[/img] [u][1-4. Drawing][/u] Finally, I create the art to introduce the boss! [img]https://clan.cloudflare.steamstatic.com/images//44912768/054de93f4c55fee10554f4be4488b37a09698528.gif[/img] And just like that, the boss is complete! [img]https://clan.cloudflare.steamstatic.com/images//44912768/66d5b19b5171f32a3300c6233bd9062ef7cbe010.gif[/img] [b]2. Sneak Peek at the Final Stage Boss[/b] [img]https://clan.cloudflare.steamstatic.com/images//44912768/37e53615d9c1dbf66215b64b4eee91dda1cae0cc.png[/img] The characters and storyline of the additional (epilogue) stage have already been planned, and the image above shows one of the bosses that will appear in the final stage! The additional (epilogue) stage seems to be about 50% complete. At this pace, I think it may be finished around spring next year… [u][b]But![/b][/u] [b]3. Plan to Add a Difficulty Setting Feature[/b] Since the game’s release, I’ve received ongoing feedback about its high difficulty level. This is because… As I was creating enemies and their patterns for the first time, I went through a lot of trial and error. I struggled a lot, but in the process, I grew attached to the enemies. Because of this, I developed a desire to showcase all of each enemy's attack patterns, which led me to set their health values quite high. As the game progressed, I kept wanting to include even more varied enemy types, which in turn made the difficulty increase even further. As a result, I’m now planning to prioritize creating a difficulty setting feature that will adjust the enemy health and patterns, rather than continuing work on the additional (epilogue) stage. Thank you for your understanding, and I apologize for the delay in developing the additional (epilogue) stage. Lastly, I tried to make the new (epilogue) stages easier than the existing stages, but since I’m developing this game solo, the difficulty tuning might not be perfect yet. If you find any enemy patterns or difficulty too challenging while playing, please share your feedback via the link below. I'll actively consider your input and make adjustments! https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/ [img]https://clan.cloudflare.steamstatic.com/images//44912768/f066b7169d7454968b7130477ca309379cfa7269.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/04aa3865b255711068eae3b85d548bd7f4e9265f.png[/img] This is where I'll end this announcement. Thank you very much for your interest in the game I developed!