hey there, it's very interesting to hear thoughts on ultrakill (level) design, something that the whole ultrakill segment of youtube currently lacks - so good job and it keep it going! Some notes and tips, if you feel like returning to the game later: 1. Shooting the coin instantly targets the enemy's weak spot and deals more damage in general, so that's the benefit you were talking about. You can also throw more than one coin to deal even more damage. A key mechanic, very satisfying and fun to play and experiment with; 2. When you see the spark on the sword boss (or any boss) it means you can parry this attack with a punch. Makes the fight so much easier. 3. The glass floor you fell through (I think you accidentaly shot the ceiling at the start of the level) can be used as a shortcut to the boss fight, that's the reason it's there I guess Also, later levels in the game are much more spacey, colourful and interesting; subscribed and cheers!
hey there, it's very interesting to hear thoughts on ultrakill (level) design, something that the whole ultrakill segment of youtube currently lacks - so good job and it keep it going!
Some notes and tips, if you feel like returning to the game later:
1. Shooting the coin instantly targets the enemy's weak spot and deals more damage in general, so that's the benefit you were talking about. You can also throw more than one coin to deal even more damage. A key mechanic, very satisfying and fun to play and experiment with;
2. When you see the spark on the sword boss (or any boss) it means you can parry this attack with a punch. Makes the fight so much easier.
3. The glass floor you fell through (I think you accidentaly shot the ceiling at the start of the level) can be used as a shortcut to the boss fight, that's the reason it's there I guess
Also, later levels in the game are much more spacey, colourful and interesting; subscribed and cheers!
Thanks! Appreciate that feedback alot.