Whats with that monster with teats?
That’s the ‘environmental spectacle’ for the first level. I wanted to really catch the player’s attention and having grown up around dairy cows, it seemed like engorged, alien teats was an obvious choice. Scale. One thing any gamer will notice about Weapon of Choice are the massive boss monsters. What influenced you to do it that way? I blended together influences of some old and some more contemporary games for a refreshing, ‘boss gazpacho’. Obviously Contra and Treasure games have great boss fights but the constant hanging, climbing, and running on top of huge creatures from Shadow of the Colossus probably influenced the broad design the most. I’m really digging the approach to the characters and having to choose whom to save. I can also understand how that would be a sore point for a lot of players. Did you think there would be any frustration from the character selection and loss? Thanks! Glad you enjoy it. The player only has to choose which downed Operative to rescue mid-level du