The underworld boss is a mysterious, hooded figure. He shoots magic at the player and has the ability to teleport.
After making this sprite there were two things missing:Β Magic effects for his attack, and an anticipation for his attack.
Attack anticipation
So first I added an anticipation move. Before stretching his arms outwards, the hooded figure ducks a little to build up the attack. This will give the player a queue that an attack is on the way.
Magic effects
After adding the anticipation move, I added magic effects to the sprite. Since the underworld contains green demon fire, it makes sense the boss also uses this.
One of the best platform games I have seen.
Thank you very much! π
have you ever thought of adding controller support to hat wizard
would it be easy to do?
Hey! I loved playing hat wizard 2. Never played the first one, but from just this game alone I can tell that unlike most devs, you just want to make your games fun instead of giving them a difficulty curve. It really makes a difference on the atmosphere of the game, since most platformers tend to have an element of stress or rage to them near the end.
The underworld boss was really fun to fight, probably my favorite part; but I wish it lasted longer like faust’s fight did. I wasn’t even thinking about how to kill him, much less just focusing on his mechanics till suddenly BAM, accidentally won! I kinda wish he put up more of a fight by blocking with his arm before warping again on the first hit instead of dying. It was awesome to see an enemy that knew the power of my hat, though!
Oh, speaking of that guy, I found a fun glitch with him too. Before you fight him, when he says “You can still turn back… boo…”, if you fall off the next ledge you won’t die. Hat wizard becomes an immortal, all-seeing being who can scroll as far off the map as he wants until even the background layers are gone!
It’d be a good idea for a super secret easter egg, though: One pit just doesn’t kill you and lets you walk underneath the map to find a secret area…
Hello!
I’d like to say I really enjoyed playing hat wizard 2. π
However, I also wanted to mention that I also really liked the possibility of challenging myself to leave all of the enemies in places where they can’t shoot me (obviously) but also where they themselves survive. Odd, I know, but it’s fun leaving them behind on an earlier stage of the level, in a lower bit so they can’t hit you, then hat-teleporting far, far forward to where you left the enemy in your hat! π
I know lots of people find it fun to destroy the enemies in amusing ways, but for me keeping everyone alive is more fun. Not that I’m asking you to not have any levels where the enemies have to be destroyed, but I wanted you to know that there’s at least one person out there whose playstyle involves not harming the enemies unless absolutely necessary. π
(well, you did mention something about using the power of the hat for good (not evil)…?) π
Anyway, the underworld boss’s line about having to leave and go haunt someplace else amused me greatly. Thank you!
Hey,
Thanks for playing Hat Wizard and taking the time to leave a comment! I like the idea of clearing levels without enemies too. I might add some kind of reward for that in future Hat Wizard games π
Cheers
what will the magic attacks be like will it be a projectile or something else
I am still trying out different things and will be covering them next week. For now I’ve implemented simple projectiles. You can see what they look like in this tweet https://twitter.com/taccommandeur/status/1023514407270338560.