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'My Friend Pedro: Blood Bullets Bananas' is a violent ballet about friendship and imagination where players strategically bounce bullets off frying pans and jump through windows in slow motion.

Post news RSS My Friend Pedro: Blood Bullets Bananas - DevLog #18

Gameplay galore! Come have a look at what's been cooking!

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Well hello there! How nice of you to stop by. Come, let me show you what's been happening in my world over the last while.

There's been a lot of work going in to the game over the past few months. So much, in fact, that I struggle to remember all the new stuff! But here are some of the big gameplay things I've been playing around with:

Seeing as ya'll loved the bullets bouncing off the frying pan so much, I pondered on how I could expand on that even more and create some more directed gameplay moments with the same essence. So I made some snazzy signs which behave similar to the frying pan, just that they can't be kicked about.

So I've been thinking about what the 'boss battles' should be like. A traditional set up for a boss fight didn't seem quite right, so I've been thinking about it more in terms of "memorable moments" or "punctuation" through the progress of the game. After making the motorcycle chase it seemed to fit as a memorable moment and I wanted to make more similar things. So I made this sky fall section. There'll still be "bosses" that you fight, but the focus in those sections will be more zoomed out than just focusing on the boss interaction on it's own (at least that's the current plan).

I've also added some extra, more casual, gameplay elements. I thought it could be interesting to have an alarm the enemies can trigger, giving you a time window to kill the enemy before he reaches the alarm, kind of thing. I figured using some time pressure is good in a game were you can slow down time. It gives you a practical use of the slow motion.

I also made this sniper enemy. The main point of it is that they can shoot you from off the screen, but you'll see their laser aiming in on you, allowing you to dodge the bullets with some skill and timing.

I also thought it'd be interesting to have some melee enemies that charge at you and have a bit of extra life, creating more time pressure, again.

I guess that's all for this DevLog entry. I still have some things in the backlog to share with you, but that will have to wait until next update.

Oh yeah, just thought I'd mention a little disclaimer: Any of the features you see in this whole DevLog (including other posts beyond this one) might not make it in to the final game. I'm just sharing what I've been playing around with. Just thought it'd be good to mention that in case someone would get disappointed if they don't end up seeing something they thought were cool in the final game. The things I've shown so far that probably won't make it in to the game is the impulse rifle, electricity gun and the drone. Though the core idea of some of these things might still make it in to the game in a different form. I guess that's just the nature of games development.

Until next time!


Kinda reminds me of Shadow Complex... which is a good thing!

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DeadToast_com Author

Definitely has it's similarities! Though I try to bring more focus on to acrobatic movement combined with guns... Lots of guns :)
(See previous DevLog entries for examples of acrobacy)

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Cool! Will try yo take a look at the previous entries soon... Extremely busy as of late with my own project. Good luck with yours BTW =)

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DeadToast_com Author

Thanks! No worries :) If you're still curious to know more in a compact format check out the video at www.deadtoast.com
Best of luck with your project too!

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Will do!!! And thanks! =)

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