MOUNSTERS - WIP 11


BATTLER PATTERN

The monstrous heads have learnt a new talent; becoming harder to hit as you close in for the kill. Now it needn't have come to this but we're in it now—in a game I cannot win. But you folks can. All you'll need is fast reflexes and a steady laser shot.

FIXES, UPDATES

Landscape wrinkles ironed out, blocks look sharp, and every monster has been accounted for and housed in their respective arenas. What else ... purple blocks. Health bonuses is what I'm talking about. I finally figured out what to do with the day/night cycle—which is to have the purple blocks appear. They'll start dwindling when a fresh blue-sky day breaks. 

Now you might be thinking what I was thinking, namely, to cheat the system and employ Fast Travel to speed this little circus along, get back to the purple blocks like we're fast-forwarding everything. But it's only the mouse and not time zipping by. It also suspends colour blocks; that's missing the smaller white block jumps that can restore a bit of health until you're back into the night. Also, Battler Arenas take some health, so maybe theres a strategy coming together of timing your entries into battle vs. time of day vs. slow or fast travel. I'II ... get back to you about this. 

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