You might have to blow that image up to really see what's going on, but the beauty of a pixel art game is that all the details are there, instead of it being all crunched up! This is a sneak peek of the Rogue Geisha game mode in Broken Build Simulator. There's quite a swarm of badguys there (48 to be exact). This mode has one of those classic FTL-style maps you make your way through, as you flee from the shogun. In this case, fleeing requires that you slaughter his minions which consist of the traditional bunnies, rhinos, and crocodiles. In the end you'll be able to win in 2 ways - let the shogun catch up and beat him (which will be very hard), or escape off the end of the map (which entails fighting an entirely different shogun who doesn't want you entering his lands).
I'm worried that I need to get a little less creative with these game modes, as the real fun just lies in churning through an endless horde of enemies as you try out different weapons and skills. But I mean, why have 8 (16) game modes if they're all gonna be the same, right?
In other news, I have been convinced to make the extra 8 weapons. It was hard to convince me. These weapons are ones you can't choose as your initial weapon, so I have more leeway to make them do interesting things since you are required to already have a generally useful weapon equipped (some won't do any damage at all). The first new weapon is in, and it is an homage to the first real game I ever made, Mucho Kombat, a fighting game I made in high school. And I only just now realized that saying it's related to a fighting game will make it quite a shock to see what it is. Just so you know, its initials are
H.D., so you can see which one I was talking about when you see the game. It was a special move that I think the final boss used in that game. It had a great voice line that I wish I still had a copy of. I'm very proud of this weapon's design, but I think I'll leave it as a surprise for now. Can't be showing
two pictures in one blog post!