In my previous post, I talked about a new feature I've been adding to the game: mutants aren't just savage and unpredictable. they're smart enough to steal and use advanced armors for a short time.
And yes, one of those armors is a clear tribute to the legendary Turrican 2 power suit.
Well, today I’m back with something even cooler.
I'm excited to introduce the first mutant who managed to steal that iconic armor and twist it into his own brutal, corrupted version.
This guy officially becomes the first boss you’ll face - a mix of nostalgia, chaos, and pure pixel insanity.
I'm still polishing animations and attack patterns, but the whole encounter is already looking wild.
Get ready to see what happens when a mutant grabs a piece of gaming history... and decides to use it against you.
Hey everyone!
Time to show off the second boss-another mutant who managed to steal the advanced armor... and figured out a whole new way to weaponize it.
His Signature Move
He morphs into a high-speed rolling ball, tearing across the arena while dropping bombs nonstop.
Pure chaos, pure pressure, pure pixel mayhem.
I'm still polishing the animations and attack patterns, but the fight is already a wild explosion of metal and mutant fury.
Get ready-this boss doesn't just chase you.. he runs you over.
Sounds awesome! Can't wait to play this game. Just a quick question.. are you going to make the game arcade like such as gun force2? Like not officially an arcade game but maybe it can play like one or has a snes vibe to it. Wishing you the best of luck I'm glad you are very passionate about this project. Turrican happens to be one of my favorite shooters and it sounds like you are doing it justice!
Sounds awesome! Can't wait to play this game. Just a quick question.. are you going to make the game arcade like such as gun force2? Like not officially an arcade game but maybe it can play like one or has a snes vibe to it. Wishing you the best of luck I'm glad you are very passionate about this project. Turrican happens to be one of my favorite shooters and it sounds like you are doing it justice!
The game will have both the Turrican vibe and that Gun Force 2–style arcade energy. Some parts are more open and exploratory, others hit harder with fast, arcade‑like action. A solid mix to keep things fresh.
Hey folks!
It's time to introduce the third boss.. and yep, you guessed it: this one flies, zips around, locks onto you, and blasts you like you're the last pixel left on Earth.
Hey folks!
It's time to introduce the third boss.. and yep, you guessed it: this one flies, zips around, locks onto you, and blasts you like you're the last pixel left on Earth.
I’ll definitely run some tests. I’ve already tried increasing the projectile speed, but the faster they get, the harder it becomes to dodge them. I want to find a good balance so the boss feels challenging without being frustrating.
I’ll definitely run some tests. I’ve already tried increasing the projectile speed, but the faster they get, the harder it becomes to dodge them. I want to find a good balance so the boss feels challenging without being frustrating.
Thats the tough part, making things fair. I can run tests for you on your game at some point if you don't mind. I'm a pro gamer so I'm used to crazy fast projectiles the difficult part is finding the right balance between beginners and pros.
Thats a perfect example of bullet speed that I can do however I go faster if need be. This is a video of me playing trick trap on the arcade.
Thats the tough part, making things fair. I can run tests for you on your game at some point if you don't mind. I'm a pro gamer so I'm used to crazy fast projectiles the difficult part is finding the right balance between beginners and pros.
Thats a perfect example of bullet speed that I can do however I go faster if need be. This is a video of me playing trick trap on the arcade.
I really appreciate the offer, but it’s not necessary. Testing is something I prefer to handle myself so I can make sure the difficulty stays balanced and accessible for everyone, including less experienced players. My goal is to keep the boss challenging without making it frustrating, and that’s something I need to fine‑tune directly.
I really appreciate the offer, but it’s not necessary. Testing is something I prefer to handle myself so I can make sure the difficulty stays balanced and accessible for everyone, including less experienced players. My goal is to keep the boss challenging without making it frustrating, and that’s something I need to fine‑tune directly.
That's cool. Its tough designing games. I've never had the chance to do it myself but the interest is there. Problem is I don't know programming languages. I just thought posting my run of trick trap as an example could show examples of bullet speed and attacks. But I understand what you're saying it has to be playable and be fair for lesser experienced players.
Hey everyone!
Just wanted to let you know that I've officially started coding the levels. All bosses and enemies are already done, so from now on I’ll be focusing on building the actual structure of the game.
I’m aiming for somewhere between 5 and 7 levels, but I haven’t decided the final number yet. Either way, I won’t go beyond that because I want to keep the style I love: short, intense, old?school arcade experiences, without repetitive or filler levels.
Speaking of bosses:
there are two more bosses I haven’t shown yet, and I’d rather keep them as a surprise for the final release. I think the “wow” effect will be worth it.
From this point on, the next topic I post will be the announcement of the completed game.
We’re really in the final stretch, and I can’t wait for you all to play it!
Okay, I know.. I said the next post would be the official announcement of the finished game.
But I'm breaking that rule for a very good reason.
While working on the final level, I ended up putting together this armor hall.. and it turned out so good that there was no way I could keep it hidden until release. It instantly became one of my favorite rooms in the entire game.
So here it is: the armor hall from the last level.
Just a small preview, a little taste of the atmosphere you'll find in the finale. I won't spoil anything else, but trust me-its role in the game is pretty special.
Alright, now the next post will really be the final announcement.
We're almost there, and I can't wait for you all to play it.
Okay, I know.. I said the next post would be the official announcement of the finished game.
But I'm breaking that rule for a very good reason.
While working on the final level, I ended up putting together this armor hall.. and it turned out so good that there was no way I could keep it hidden until release. It instantly became one of my favorite rooms in the entire game.
So here it is: the armor hall from the last level.
Just a small preview, a little taste of the atmosphere you'll find in the finale. I won't spoil anything else, but trust me-its role in the game is pretty special.
Alright, now the next post will really be the final announcement.
We're almost there, and I can't wait for you all to play it.
Good news: the patch is finished!
Tomorrow you’ll finally be able to try all the fixes and improvements the community asked for.
Thanks for all your feedback — it really helped shape this update.
Good news: the patch is finished!
Tomorrow you’ll finally be able to try all the fixes and improvements the community asked for.
Thanks for all your feedback — it really helped shape this update.
Turrican 1.5
The Avalon 1 has fallen under attack. Robots malfunction, mutants outsmart you, and some even steal advanced armor to turn themselves into deadly bosses. As Bren McGuire-still without the iconic Turrican suit-you fight through collapsing decks, chaotic corridors, and jetpack arenas using a built-in four-mode weapon system. Survive the invasion from inside the ship and reach the exact moment where Turrican 2 begins.
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