If you've played Demon's Tilt, you'll recognize how Xenotilt remixes that game's magic system and boss behavior. 'Everything in the second game is built on existing ideas, but putting a new and deeper twist on them,' he says.
It's an escalating challenge, occupying that space and making it interesting and exciting.'īosses are also there to make the turret mechanic more exciting and rewarding: if you save up ammo for the moment a boss explodes and spawns a pulsing red orb, you can trigger your turrets to pepper it with shots for a second jackpot. 'They're trying to obstruct flow a little bit and change up the play space. 'They're not trying to drain you out or be unfair-it's not that kind of challenge,' he says.
They can throw attacks at you or summon little enemies to get in the way of your ball, but there's no game over for shooting a ramp to score points elsewhere on the board. Bosses in Xenotilt are not quite the same as bosses in your typical videogame. Ferrando says he's a fan of 'screen-filling bosses,' and Xenotilt certainly has those-every game you'll bounce between three levels of the playfield (it's even taller than the already-tall board of Demon's Tilt), each dominated by a sci-fi boss in the center of the field.