gameplay loop


the bullet design screen is done (and with a beautiful red color scheme), the sequencer screen is working, and there's an actual bossfight featuring a player who can dodge your bullets. well, some of them.

the AI will take a lot of balancing, which i anticipated when embarking on a project like this. luckily i'm well on schedule.

i'm currently thinking about stuff you could unlock by outsmarting the player. new attack algorithms, the ability to draw your own sequences, i think it would even be cool to see the source code for the attacks.


this game was described in the GMTK Discord as being sandbox-y, and i agree. it's just a cozy game where you can design cool patterns and watch the computer try to dodge them.

and that's what i feel like making just now.

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