Intermediate update to show I'm not dead, and since "make level 2" is a bit ambitious of an update goal.
Level 2. Issues with the UI not being properly laid out, and not having good overlays that separate each element are very apparent here.
Level theme is going to be primarily an Amtrack-like train running through a shopping plaza (it'll be more apparent once I start working on backgrounds). Kinda like Tower City, except with a color scheme like out of the 1920s. Enemies: Placeholder sprites are placeholder (lol they're just the old enemy placeholder sprites from before). Enemies this time around are going to be parkour/dancers that jump at you from the sides, either on scenery or from the spawned rails. I think it's funny to have the mall ninjas be the enemies on the rooftops and the parkour freaks be enemies in the mall. Since the last batch only really had the "Hoppers" that test you dodging by weaving under/around a threat, these ones teach you about going over/under. "Railspinners" (the mobs with the poles) don't spawn after the boss threshold is met. They're pretty much set as far as behavior is concerned. I think I forgot to give them health. The "kickflippers" (the other ones) are majorly broken right now. I screwed up their player detection. The idea is that they lunge towards you, similar to the Railspinners, except instead of always being a threat, they only activate their attack after they get very close to you, then spin backwards and into the air to try and nail you for carelessly running forward. They can linger after this attack, that's fine, but I overlooked adding in a "reset" for after they ground once they've made their attack, and them spawning multiple hurtboxes is just a major oversight for more reasons than just being able to tear the player apart (there's one part in the gif where you can see two of them just juggle the player). Should probably remove the rotation altogether since that's a bit ugly.
Building spawns are completely busted. I screwed a bit with adding in an alternate way to randomize everything other than Unity's default random function, since I was unhappy with how many times it was just giving me lowrolls (read: ~70% or smth of building spawned were just the first option, and spawns followed a similarly bad odds (BO-RING!)). The chaos at the beginning is not going to survive into the final game, at least not this early into the level, since the only reason it's there is because of a screwup with building spawns. That's going to be my primary focus for the next bit of dev work, with kickflippers being second. Reason being that after I get that finished, since I have a lot of this initialization crap fresh in my mind, I'm going to just get placeholders made for the other 5 stages, since scene templating was a bust, and I have some notes nearby for how to actually re-tie the prefabs together. Next update will be proper.
Lastly, I know I mentioned that I was going to fix the spawning spacing issues, but, honestly, I don't really need to at this point. More spacing around a spawn point doesn't make it much less boring. Why spawn 1-3 enemies around 1 spawn point for each one, when I can change each building to have 3 spawn points that each spawn 0-1 enemies? Save me some work, and help diversify the placements a little better. The "robust" answer would be to have each spawn point become a spawn "range" or sorts, but honestly that seems like overkill for this type of thing.