Speaking of, in my opinion the inflation should come with "levels" (ie sizes. Level 0 is regular, Level1 gives you a higher jump boost, Level 2 makes you float up but makes you small enough to maneuver through the traps, Level 3 is the full inflation like in the demo. Maybe Level 4 would make you a HUGE target but you can flat through the air).
But that's just my suggestion and opinion.
Looking forward to seeing this game develop further. ^^
Hopefully this doesn't come off as an attack on your suggestion, but wouldn't this be redundant? Of course nobody would complain about a bigger Xap (or less instant growth), but the current switching between normal and blimp states fulfill the purposes of all the proposed stages.
While I do appreciate your suggestion (Stage based inflation can be debated and I do agree with that), the current size of Xap is already doing enough than an already bigger size.
Making Xap any bigger than that would make the stage incompatible with the extended size, leaving the final stage redundant (Ex: Much bigger target, corridors are too narrow to dodge the enemy’s attacks, getting stuck on walls, to name a few).
However, I can see this idea only applicable to a very select areas on specific segments like one of those Wario Land Transformations (Ex: A vertical scrolling segment where you inflate to the biggest size, but then you’ll float up and dodge obstacles and won’t deflate until you reach the ceiling). You unfortunately can’t have access to the last stage since you’ll need an item to inflate to the biggest size.
I had in mind three chapters, each with five levels and two bosses per chapter (I've almost finished chapter one), and maybe a much more challenging bonus chapter.
I was also thinking about adding post-game content or something like that.
Pretty good so far, the controls are a lil weird to get used too. Trying to shoot, and inflate at the same time doesn't exactly work.. Part of me also wishes there was a pacifist route? Where you don't cause your enemies to pop and instead leave them to their inflated thoughts hah
In the past, I tried to make it possible to fire and inflate simultaneously, but the problem was that inflating or deflating reset the firing cooldown, which was very overpowered. I still don't know how to fix that.
I propose that the cooldown shouldn’t be tied with the sprite’s frames (Ex: Waiting until the sprite is at its specific frame to shoot again).
It should be a separate cooldown variable that ticks down whenever it goes above 0 (Ex: Shooting will have the cooldown variable at let’s say 30). That way, you can’t shoot until the cooldown variable is at 0, even if you shoot at skinny and then quickly transition to a blimp, the cooldown variable doesn’t reset.
Uhh, please add a tutorial or instructions to the game because sometimes people don't bother to look at the page and just go and download it (especially if you're going to change the controls for the next version)
Great update! The second control scheme feels much better, the new boss looks much cooler and the lives system being a toggle gives people an optional challenge! I do think the controls should be listed on the main menu for clarity, since there isn't much going on there anyway aside from the ship that flies around.
I hope the power source mechanic from the original mech fight is revisited, though. If it were tweaked to make it more obvious damaging them did something or it just took longer to beat a boss if you didn't deal with them, it would be a welcome addition.
I’ll have to remind myself not to stay next to the wall when inflating, else I’ll get stuck inside of it. At least in the boss, I’ll no longer trying to aimlessly shoot at the boss not knowing that there are weak spots to shoot at (It was the previous build).
The newly added health system was pretty needed! I went back to flawlessly beat the demo with no damage taken!
Nice game! I will say that the control scheme is a bit odd and the lives system is a bit frustrating with how the player dies in one hit, but it doesn't detract too much from my experience personally. I like what you have here and hope you continue with it!
will this continue i really liked it and the gameplay of it also really like the enemy getting inflated as well keep up the good work hope to see it full release
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I love how this game looks! But big question will there be a mobile version in the near future?
Always WE mobile, gonna ask if it will have for mobile :3
Oooh, I'm getting "Riki's Inflation Game" vibes here.
Speaking of, in my opinion the inflation should come with "levels" (ie sizes. Level 0 is regular, Level1 gives you a higher jump boost, Level 2 makes you float up but makes you small enough to maneuver through the traps, Level 3 is the full inflation like in the demo. Maybe Level 4 would make you a HUGE target but you can flat through the air).
But that's just my suggestion and opinion.
Looking forward to seeing this game develop further. ^^
Hopefully this doesn't come off as an attack on your suggestion, but wouldn't this be redundant? Of course nobody would complain about a bigger Xap (or less instant growth), but the current switching between normal and blimp states fulfill the purposes of all the proposed stages.
While I do appreciate your suggestion (Stage based inflation can be debated and I do agree with that), the current size of Xap is already doing enough than an already bigger size.
Making Xap any bigger than that would make the stage incompatible with the extended size, leaving the final stage redundant (Ex: Much bigger target, corridors are too narrow to dodge the enemy’s attacks, getting stuck on walls, to name a few).
However, I can see this idea only applicable to a very select areas on specific segments like one of those Wario Land Transformations (Ex: A vertical scrolling segment where you inflate to the biggest size, but then you’ll float up and dodge obstacles and won’t deflate until you reach the ceiling). You unfortunately can’t have access to the last stage since you’ll need an item to inflate to the biggest size.
Could it be possible in the future to have an enemy that pumps air into Xarp? Potentially exceeding the air of her device?
Is there a planned scope for this game? As in, how much do you want to add to the game before it's considered complete?
I had in mind three chapters, each with five levels and two bosses per chapter (I've almost finished chapter one), and maybe a much more challenging bonus chapter.
I was also thinking about adding post-game content or something like that.
it wont even load for me
That's strange, I use a laptop from 2010 and it runs perfectly. What kind of device or operating system are you using?
Pretty good so far, the controls are a lil weird to get used too. Trying to shoot, and inflate at the same time doesn't exactly work.. Part of me also wishes there was a pacifist route? Where you don't cause your enemies to pop and instead leave them to their inflated thoughts hah
As much as I also would prefer this, the Phuroins are at war with Xap and the rest of her species, so you're not blowing them up without reason.
In the past, I tried to make it possible to fire and inflate simultaneously, but the problem was that inflating or deflating reset the firing cooldown, which was very overpowered. I still don't know how to fix that.
I propose that the cooldown shouldn’t be tied with the sprite’s frames (Ex: Waiting until the sprite is at its specific frame to shoot again).
It should be a separate cooldown variable that ticks down whenever it goes above 0 (Ex: Shooting will have the cooldown variable at let’s say 30). That way, you can’t shoot until the cooldown variable is at 0, even if you shoot at skinny and then quickly transition to a blimp, the cooldown variable doesn’t reset.
I also tried that, but the code wasn't working properly; I'll see if I can optimize it.
I tried mixing code and animations, it works perfectly; now there's no need to wait for the firing animation to finish.
Awesome, that’s good to hear! ❤
Uhh, please add a tutorial or instructions to the game because sometimes people don't bother to look at the page and just go and download it (especially if you're going to change the controls for the next version)
Great update! The second control scheme feels much better, the new boss looks much cooler and the lives system being a toggle gives people an optional challenge! I do think the controls should be listed on the main menu for clarity, since there isn't much going on there anyway aside from the ship that flies around.
I hope the power source mechanic from the original mech fight is revisited, though. If it were tweaked to make it more obvious damaging them did something or it just took longer to beat a boss if you didn't deal with them, it would be a welcome addition.
I agree on the improvement, even the second comment you mentioned about the previous boss not telegraphed correctly.
The second control scheme may take time to get used to. But if anyone wants the controls: [Arrow Keys = Move | Z = Jump | X = Shoot | C = Inflate]
Oh yeah, happy birthday!
I’ll have to remind myself not to stay next to the wall when inflating, else I’ll get stuck inside of it. At least in the boss, I’ll no longer trying to aimlessly shoot at the boss not knowing that there are weak spots to shoot at (It was the previous build).
The newly added health system was pretty needed! I went back to flawlessly beat the demo with no damage taken!
I've fixed the issue with getting stuck on walls; it will be included in the next update.
"welcome to hell"
I wasn't expecting that haha (This gave me a stroke)
👀
Dunno if it's a known bug or not, but if you go into blimp mode while you're too close to a wall or ceiling, you get stuck.
Yes, it's a bug, I still don't know how to fix it
Have you seen if the collision box is the same size?
Because it's likely that when the sprite is changed, the collision box will be a little bigger.
The bug has been fixed; I simply made the walls push the player if they detect that they are inside the walls.
Nice game! I will say that the control scheme is a bit odd and the lives system is a bit frustrating with how the player dies in one hit, but it doesn't detract too much from my experience personally. I like what you have here and hope you continue with it!
As a side note, I modded the game for myself to play as one of those Phuroin soldiers. Nothing against Xap, I just happen to like the bugs too.
I cant download it but i NEED a playthrough of this
will this continue i really liked it and the gameplay of it also really like the enemy getting inflated as well keep up the good work hope to see it full release