Metal
I thought I’d revisit this worm enemy this week, cos that seems to be what I’m doing these days, and see if I could make it a bit more interesting (the old version is at the top of this page). I started by giving it a visual overhaul, making parts of it metal, which in turn meant brining it in line with the other metal enemies, so you can’t dash through them (unless you pound the soft centre of the body segments).
I also made it so that taking out the head will destroy any connected body parts, so that’s the most efficient way to kill it, but I’m hoping that I’ll be able to make getting into that position a bit more challenging by using the walls of bullets and positioning of the worm to force the player around the play area a bit more. Still need to test that out when I put the level together tho’, hopefully soon.

This enemy has been kicking around for quite a while but wasn’t really functioning properly - they used to sort of enter the screen near the player and then go offscreen if you moved away and then start following you before stopping again, which was rubbish. Now they attach themselves to the player’s x pos until they’ve charged up their shot and fired it, and then they’re set free on their recoil trajectory.

And this is the worm in it’s final form - more HP, homing missiles, and BLING! (I may have gone a bit over the top with the bling). I kinda like how the visuals for this level have developed, with all these metal / foil elements coming in and tying in to the gameplay (you can’t dash or pound through the metal stuff).

