Final Build


Now we're at the end of the road, Boomerang Bob is finally finished. First the sad news, I couldn't get the final boss in time. Also, I had an opening animation all ready, but apparently the web build doesn't like it. But other than that, I'm very proud of this game and how it ended up. I've learned a lot from working on it and I hope everyone who plays it enjoys it. So what did I add? All of level 4! The biggest and hardest level...to make. This final level took the most time not to create but to polish, because it gave me the most bugs and difficulty to design. When I first drew it out it looked fine, but actually building it showed there were many problems with what I imagined. Even now I don't like some parts of it for their inconsistency, but I still like the ideas that are there.

This is a full screenshot of the final level, and I think it's fairly interesting. I wanted to start off with the idea that you are retreading through the first three levels, using the mechanics in a slightly more complicated way. I also tried to not create any new mechanics, using only what was already available to me in new and interesting ways. This is the philosophy that games like Super Mario World used of introducing and remixing mechanics and I wanted to stick with that. I will say I did feel stuck at times with what I wanted to do, as I felt I didn't have enough tools, which is funny to me. The final segment is also something I'm proud of. I really wanted to make a cool "final push" where the gameplay is slightly mixed up and the player feels empowered. I struggled to think about what to do with this, but it finally hit me. I won't spoil it though, so go play it and experience it yourself.

The game now has music too! I found some songs I really like and I think they fit the game really well. And there's a cute drawing if you make it to the end.

As much as I enjoyed making this game, it felt like it was 40% bug fixing. Even the night before this final build I found a bug where the boomerang touching a killplane would kill the player??? With all the interactions and mechanics, I had to really make sure that everything worked and felt good. I really took on the philosophy if its too hard for me as the creator, its way too hard for a casual player. And the camera was also very finicky, people complained about the weird shifts, and in retrospect, I could've made a change that helps transition it, but I realized that too late.



Here's the opening animation as Unity is mean to me.

It's been a great journey and I'm glad I worked on this game and will be using it for reference in the future because it has so much of Unity that I've learned to do. If you play the game I hope you enjoy it and tell me what you think. Bye now.

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