XaiJu
SilverEarsEntertainment
SilverEarsEntertainment

patreon


Build 0.5.2.4

Edit4 Updated to 0.5.2.4 - Increased snek filimuri delay on shield hp regen.

-Fixed a bug where the Retaliatory Bubbles upgrade would not show up if you already possessed the poison res amulet
-Fixed a bug where the screen was off center in one area
-Fixed a bug where some upgrade items wouldn't show up

-Added a new room outside of Lascidial city ("The Outsider Inn") that you can enter and exit which serves as a new checkpoint added to the game. You can travel to this location after completing Bristle Fields or as soon as you load a saved game that has progressed that far. Unfortunately this change has caused the location progress to increment and now your furthest progressed area will no longer show up. You can fix this by just completing the previous area if you are currently at the end of the build or you can continue to progress if you are at an earlier area and you shouldn't lose any location progress so long as you don't revisit an old area.

The new area was added specifically to allow access to one of the new hidden areas while possessing a certain type of magic spell. Previously the only way to access Bristle Field was by going through Lascidial and being forced to discard your currently equipped spell and the spell required to access this hidden area could not be picked up in Bristle Field. The issue should be remedied with the new location. As well it should help cut down on time if you wish to revisit bristle field without having to go through the city again. Make sure you actually go to the back of the inn to go to Aria's room!

Modified the text of a few NPCs to add more detail and also make their dialogue a little more clear.

Also modified signposts to be more clear and made it so Aria will comment on some of them if you interact with them in an attempt to make things more clear.


Edit3: Updated to 0.5.2.3 - Lowered the difficulty of a few areas, added candy and adjusted some areas with the jelly thay'valay to give the player more time and make it slightly easier to land inflation barrels on them.

-Fixed a bug where gummy snek filimuri and lion piken were regenerating shield HP up to 21 instead of their actual shield max (Gummy snek start at 6 and can recover back up to that 6 max if left alone while lion piken start at 11, but can only recover up to 6 so they take more permanent shield hp damage) resulting in filimuri gaining significantly higher shield values the longer they existed without the player engaging them. (by the time a player would encounter one, their shield HP would have regenned up to 21 which was not the intent)


-Reduced lion piken max shield hp slightly and increased the time it takes for their shield hp to regen
-Reduced gummy snek filimuri hp and shield hp slightly (though it will appear significant due to the bug)

With the shield regen bug fixed, gummy snek and lion piken filimuri should now actually have their weapons break consistently due to blocking too many hits instead of being way too tanky. I didn't spot this bug for some time because when I tested on enemies I would have them spawned in and immediately attack them so they didn't have time for their shield to increase.

I have also slightly modified a couple of lights in the game to make things slightly less dark in one of the candimus cave areas.

Finally, I made the gargoyle boss give out hp crystals from damage slightly more often and also added a couple more pieces of candy to her arena. I also added two pieces of chocolate to the golem head fight.

Edit2: Updated to 0.5.2.2 - Fixed a small animation issue with stone debris animating when it should not be.

Edit: Updated to 0.5.2.1 - Fixed an issue where a spell pickup in the fifth area of Ninestep Mountains was, instead, just the spell and would vanish when entering the area preventing players from using it to access an area.




Latest version: 0.5.2.4

Last updated: 1/15/25

With this new build release, I tried out a save game solution that 'should' allow me to further modify save files without issue and I can possibly completely eliminate the need for you to delete your config file in the future. (Not just yet though) If you experience any errors when loading your save game then let me know. When I tested it, I didn't have any issues loading my old save files so I assume it should work just fine. All it does is check the old save file for the new data I entered, and if it doesn't have it, then it adds it.

In this particular case, I added in new data which separates weapon power and symbol count. You'll still be able to tell how powerful your weapon is by the color of your health bar and, obviously, by the strength of your weapon. So now even if you lose all your weapon power by perishing, your symbol count will be independent of it. (Though you will still lose all of them)

On that topic, I added in a new upgrade item which will let you keep up to 20% of your symbols when you perish. (You will have to find it of course)

I also added in a few more upgrades in the new areas. The shield bubble 'retaliatory bubbles' upgrade is also now in the game hidden 'somewhere' which you will have to find.

In this content update, there are some more candy levels added in. In addition, there are three new challenge areas, two more power level statues, and about four new NPCs to talk to. I've also added in some readable books. (Which quite a lot to read if you want to read them, but obviously it's optional)

Speaking with the NPCs is optional too of course. I would like to come back to their area later and add in a small handful of non-interactive candy gobbos just to make it feel a little more alive, but I'd say it's pretty done. I also gave Tafi a little hut at the start of the first Candimus zone.

I've added in 'cocoa spouts' as I had talked about, however I changed their functionality. Now instead of just hurting you, they will shove you upward and might be necessary to pass through certain areas. I used these spouts to add a quick little segment after one of the challenge areas that I hope everyone likes. There will definitely be another candy zone later in the game and I have some more ideas for them now too.

I've modified the blueberry form behavior. Now you can no longer break boxes while you're deflating/inflating. I also made it so now you can break damaged metal blocks similar to explosive barrels by falling on them with sufficient velocity, or jumping into them if they are directly above you. (Or you can get pushed upward into them) You cannot do this horizontally though. Only vertical velocity will work.

Now in the game is a sort of 'quest'. Though I don't know if that's really accurate. If you find a certain object similar to an upgrade, you can talk to Shopia about it. I don't want to spoil too much about it, but I will go ahead and let you know that now Fatty Ratty enemies have a 1/18 chance to drop the item you need for it. They will drop the item whether or not you have found the damaged object beforehand.

Also, you should know that the end of this 'quest' will require you to spend a LOT of golden candy. Though I think that it is worth it. Make sure to talk to Shopia about it after you finish as she will tell you more about it. (I couldn't fit all the detail on the shop description)

On the topic of Shopia, you can talk to her now. And by that I mean she has actual dialogue options when you try to talk to her.

The menu is a bit weak, but really all of my menus are a bit weak. (I'd like to improve all the menus during the polish phase of the game if I can) Still it should be perfectly functional. If you have any crashes or issues with it, please let me know. I tried to make it completely scalable for adding even more topics for you to talk to her about later.

I also made a few small tweaks to lighting, but it probably won't really be noticeable.

I significantly increased the damage of the gobbo carbo cans direct damage. I also increased the HP of the candy filimuri and now when they retaliate, they have a 1/3 chance to instead perform their ranged attack as retaliation instead. (Edit: The normal Iion spear filimuri also have this new retaliate)

I think that's most of it. You may notice some things that are different that I didn't put in here though.

One thing I can definitely say for sure is that I've learned my lesson about talking how long things will take. This is why I don't like to even discuss how long things take. Not because I shouldn't, but because I am a terrible judge of how long things take. Sometimes I just get to programming and hours pass.

For this, I just really misjudged the fact that I was designing so many levels using the candy theme and just how much effort actually goes into each level because of the little details. I just sorta assumed 'oh those three previous levels I made were easy' but completely forgot these levels would be much larger.

It didn't help but I just wanted to add in a few new things and also extra challenge areas.

Regardless though, I definitely don't regret spending the extra time because I think the extras were worth it. Of course, that's up to you to decide in the end. Thank you everyone for your continued support!

Comments

Of course, feedback is what helps to make things better, and is fun to sometimes shoot out ideas on things and see what does and does not stick :3

AlextricBunyip

Oh yeah that's a good idea to have it where if you only inflate them once or twice that you just make them stronger and you have to hit them three times for it to actually disable them. I will definitely try my best to make it fun and avoid the frustration of it! And yeah I can just disable the HP drain for that particular boss to give ample time and even just make it so you only get hurt if you pop. I have a spot for ideas and I put it down. When I get to the point of adding the third boss, or possibly adding more after, then I'll revisit the idea more and flesh it out. So long as I can of course! Good luck on finding the extra areas! I hope the other hidden shrines are fun to do! One of the shrines requires the extra mana gem to complete too. Again, thank you for the feedback and of course feel free to give more at any time! I'll respond whenever I can.

Brandon Cater

Heck I'd say to still go for some enemies that would get a power boost from being inflated, like in the case of this oni girl, and possibly others, have it be where inflating them once gives them a power boost but if the player can manage a second inflation it bloats them up even further and defeats them if you know what I mean ;3 And I 100% will want to find that unique inflatable snek girl enemy and the snek girl npc when she gets implemented~ (Look I love snek gals and would 100% comm you if the opportunity aligned with my money to blow up some sneks gals, or have them blow up others XD) Actually that sounds like a really good idea to me of a recolored jelly thay'valey that tries to grab Aria to blimp her while deflating her down to stage 1, if frustration for players does become a big thing I think there could be a few ways to go about it. One way would be to make the attempted grab not only very obvious but also very lenient, like make it obvious she's going in for the grab and if the player does get grabbed they have a solid time-frame to struggle out before they get blimped. Another way would be to put extra high recovery candies in some areas around the arena/location of these encounters that the player can't just bumble into, something like a few clusters of say 2-3 jawbreakers at max jump height that would hopefully signal to the player that "Hey you might not want to grab these just yet because of what's infront of you." as usually, key word being usually here as there are exceptions, when players see multiple clusters of big recovery items they tend to save them because they figure there might be something ahead that might drain them. And in the case of a boss doing this might be a good idea to disable the hp drain in a fight like that, maybe something of the boss being a temple guardian of sorts and since you'd be fighting on temple grounds Aria's hp doesn't drain or something about the boss wanting a fair fight and uses their own magics to prevent the hp drain, something to make it focus on the tug of war where your only priorities are to try to avoid getting blimped and popped while inflating the boss and can completely ignore any passive hp drain. Whitewicke and Melphi's dialogue got it, I'll talk to them again and see what I can do thanks! yeah I'll just be combing through the area's and seeing what's where, has been enjoyable to just see the game art and enemies so I'm fine going through the area's multiple times XD Sounds good on the map since I don't think it should be the prettiest thing ever, just simple and effective at pointing players in the right path if they're doing backtracking, and no worries on the bestiary and item list since those would take a lot of time to add, as you said would possibly be something for when the game is nearing completion.

AlextricBunyip

Oh sure! I have played around with the idea of having a big oni girl enemy, but in her case it was supposed to be bad to inflate her similar to the golem. I will still probably do the oni girl, but I'll definitely consider adding more roadblocks where the objective is to inflate them. I also do plan on having at least one more unique inflatable snek girl enemy and there is 'technically' another snek girl NPC in the game, but you can't currently find her. Plus she won't be inflatable. (Though with the way the NPC poll is going there will probably be another who is inflatable) I was planning on having a jelly thay'valay recolor later on who would try and grab you while she was at stage 2 inflation and if she got you, you'd have to struggle and if you failed, she would blimp you and go back to stage 1. And that might be a fun sort of interaction though I think I have to be careful with something like that as an enemy as I don't want players frustrated their progress reset and their HP is still ticking down so it will probably come 'after' the upgrades which slow/remove hp drain. But I might also repurpose that idea or also use it for a boss in some way. I'll play around with the idea more, but it does sound like a fun idea. I just have to format it into a way that it will fit into the game, be fun, and have appropriate difficulty! Whitewicke, in the new Candy area, will tell you the two shrine locations. I tried modifying his dialogue to hint better, but I might change it more to make it even more direct. Melphi will also hint at how to get a new upgrade item. (Doesn't involve shrines) Oh then you have quite a few. Also sorry the Emar one is in the second section, first room. There's a golden wingmilk statue on the same screen. You have to go down past the fatty ratty and use the bubble shield to get in. Yeah I can probably make a really basic map without too much trouble, though it would definitely be ugly. After I get caught up on NPCs I might just dabble a little with the map idea. Bestiary and Item lists though to even get them to work would just require a lot of time so I'll wait on deciding to do them.

Brandon Cater

Very fair in not wanting to overuse it as a thing, I think it's neat and would love to see other enemies as well having it happen to them, like having a strangely big gobbo blocking the way, or one of those gummy snake Filimuri blocking a tunnel, just fun variety if the opportunity ever comes up XD and yeah I personally would heavily consider a boss who leans heavy into the inflation stuff to beat them; hidden, mini-boss, or otherwise; as not only would that be a unique encounter but I'd like to think a fun one. If anything my idea with a boss of this sort, if the programing is actually possible with it and not a pain to do, would almost be to have the boss be a sort of tug of war where the player would have to avoid their attacks while trying to inflate them, but where depending on what size of inflation the boss is it enables them to grab Aria and pull her into a puffkiss to deflate themself while inflating Aria, if that's even possible and easy enough programing wise anyways. But I'd still love to see a boss that leans heavily into it as a fight regardless~ I easily could of just forgotten the npcs telling me the location of this, I did exhaust all the dialogue of everyone I came across though but doesn't mean I didn't miss someone or some dialogue. If anything I'd say tell me the names of the two npcs so I can find/refind them again and I'll see if I can't figure it out from there XD ok wow I guess I missed a lot of the shrines then, because that's 3/7 I've found (as I got the one from the Aghaidhin boss, found the beach one, and got what I think is Candimus 2 as that one's just out in the open near the screen exit) so I'll have to comb through everywhere again to see if I can't find the other 4 shrines. Fair enough, didn't know if they were implemented yet as I just didn't see them. I'd almost say stick to your current plan with them to keep things on track for yourself. That hackneyed map is actually exactly what I was thinking of, just a small and very simple thing where a player can look at it and go "I'm on this part of the map, does it split? which path did I take last time and which one did I not take?" something that's just to help us who tend to blank on where we're going in these.

AlextricBunyip

Glad to hear you like candy world! I'll definitely have another candy esq place much later too. I will likely have at least one more enemy type that you can't defeat by normal means (have to inflate with barrels or some other type of inflation), though I don't want to overuse it is all. I'll space it out a little bit. In regards to a boss of some kind, it's definitely a possibility! I'll take it into consideration for the third boss or maybe as a mini-boss or a hidden boss of some kind where it's more focused on you having to hit the boss with some form of inflation to beat them. I could possibly have it so you have to pop them to make them vulnerable by inflating them a few times, then you can hurt them. Or I could make it so that the whole goal is to just keep inflating them until they pop and the damage you do is to some mechanism which causes them to inflate when destroyed or inflates them based on the damage you do. Stuff like that. I am always open to ideas too! I definitely think that it would be appreciated to have a boss that leans hard into inflation. :D So if you want a hint, I'll let you know that one of the new NPCs that you can talk to will tell you about two shrines. (I think you found one of them) Make sure you're on the latest update too as I had to fix some stuff and the dialogue changes make this more clear. If you want me to just tell you I can do that too of course. Also I specifically added the Outsider Inn so you can bypass Lascidial so you don't have to drop your spell any longer. So you'll have to bring a spell from another area to use it there. Currently there is a shrine in Bristle (Heavily hidden), Ninestep, Emar 2, Aghaidhin(From beating hardmode boss), Telumur (Technically there are two here, but one of them is just a shell and has nothing in it so I wouldn't bother trying to find it. I won't be working on that shrine until I add the next spell since it will be required to get in there), Candimus (Factory), Candimus 2 (Factory). No you haven't been missing any of the expandable NPCs. They're just not in the game yet. I could add them as 'just assets' (No programming) if everyone just wants to see a few of them in game and where they will appear. They'll be non-interactive until I create the system for them to be expandable. I plan to do that sometime after the next boss. Bestiary, item list and map seem like popular options. I'll have to think about the best way to do a map, but I could just make a simple hackneyed map that's a bit like a left/right scroll that just shows the places you uncovered since the game is pretty linear. Anyway, all three seem popular. Definitely things that I'll put on the list as desired. Just adding features does take time is all and these aren't necessarily 'hard' to implement, just have a lot of time to add. Plus the later I implement them the better since I can just design the system and then dump all the information into them at once. And thank you for the encouragement and also just for playing! I really appreciate getting feedback!

Brandon Cater

Will say after playing for till the levels don't go further, I'm enjoying this so far Candy world is very fun so far for me, and I'm loving seeing those Jelly Thay'valay swell up through this and it immediately makes me want there to be various other enemies who are used to block the way and we deal with them with inflatable barrels. Maybe even a boss where there's no hp drain in their level but you have to keep trying to inflate and pop them with the barrels to progress, but having to be weary about the boss grabbing you so they don't inflate and pop Aria one too many times XD outside of that rambling I'm curious about this hidden room you mentioned in the newer update/edit, as it's somewhere in bristle fields but I have no idea where it might be nor what spell would be used as at least two spells don't show up in the fields, so I wouldn't mind some vague guidance there. I'm wondering how many of the temple/shrines are currently available as well, I've encountered 3 so far, the one within the mountains i think it was that I think is the very first one, the one on the beach that needs 67, and the near unmissable one on candy island; but I'm wondering if there's more that I've just missed or not? Have I just missed the various npcs from the polls? I figured they would be somewhere in the game but I haven't seen any of them, so I'm wondering if I just missed them or if they just aren't implemented and I'm being silly XD I will also second a bestiary and item list of some sorts for later just so players can know if they missed something along their path, maybe even a very simple map of sorts to show and log branching paths so backtracking through things could be easier for people. Other than that keep up the work on the game, enjoying playing it and eager to see more from it!

AlextricBunyip

The wind blade is decently long so you definitely dodged that range bullet.

Trombones

I'll see if I can get that one too then and I guess I'll be experiencing the pain then too. Might help me to see where I messed up!

Brandon Cater

The GBA plays Gameboy and Gameboy color games, so you technically can play Xtreme 2 (just make sure the cartridge don't jostle too much). Gotta warn you; Xtreme 2 as Zero is 5 times worse than the frustration I described today. His attacks are functionally 4 pixels long I swear-

Trombones

I don't have a gameboy color, but I do possess an original PS1 and a gameboy advance so I can definitely play at least X4 and Zero. The last megaman game I remember playing was actually megaman 2 as a kid so I guess it's time to catch up on the series and get some new ideas from them. And no worries, I avoid buying old games via re-releases unless I really can't avoid it.

Brandon Cater

I'm 99% sure that the original releases are all cheaper than the re-releases on steam (the ones with more input lag). Tho this only applies if you have the hardware to play said games. Otherwise you'll be stuck using the steam release, which might cause you to get a gimped feel for their combat, and then approach your game with a gimped sense for how it should feel.

Trombones

So long as the method to play it is 'legal' then it's ok to tell me. I do have to avoid certain things being on my Patreon just in case! Another idea, if I remember to, then when I release the game onto itch.io I can make an companion downloadable zip file with the sprites in them. I think at least. I'll have to double check that, but then it would be a permanent way to get to them so long as you have a copy of the game. Again, I'll have to check that method though, but it's the easiest solution of all of them.

Brandon Cater

If you want, I can explain the ways I prefer to play those megaman games I talked about (somewhere not here lol). They'll set you back a lot of cash for a sub-par, input lag ridden experience if you go the wrong way lol. Also i just hope I'm still able to be subbed in the event your bestiary and item list plans don't turn out-

Trombones

So for the boss, yes, the forest area had been nerfed a few times. I released the demo and got a lot of feedback on the difficulty of it and, as a result, I nerfed several elements from it. Though most of the stuff I nerfed was just players getting knocked into pits too easily and removing a few enemies and adding more candy/buff items to certain areas. I also changed it so Shopia doesn't show up until the end of the forest as I saw someone quit playing because they got stuck at a difficult part and were stuck with the wind blade they purchased. So I got a lot of feedback on the forest, but because the boss wasn't in there it's gotten a lot less feedback on it's difficulty. I'll have to see about playing that megaman for research purposes. I think I understand what you mean though. I'll have to consider it since adding in things that make the core gameplay more enjoyable would have more of a lasting effect. I know that I do want to make the wind blade weapon more enjoyable to use for sure so that will happen at some point bare minimum. I gotcha for the music and sound mixing. I'll see about equalizing it a bit more so it hopefully doesn't drown things out as much. I was actually worried the molten cocoa ambience would drown things out a lot so I will probably tune that volume down a little lower too. For the mana vs candy, I tried to make it so that it was clear between them since Mana vials have a light blue outline and all candy, including golem chunks, have a pink shader generated outline. Though maybe the weapons and symbols having a pink outline makes it blend together. Doesn't help that mana vials themselves also look pinkish purple. I'll probably see about adjusting things a little to make them more clear at a glance. I might add a bestiary and an item list to the game when it's much closer to finished. That's something that is just laborious and I'd prefer to have almost all the enemies in the game done so I can just put them all in at once if I do something like that. It's another thing I'd like to add, but don't want to guarantee it just yet. If I can I will add it, but otherwise I'll upload the sprites here on my patreon for subbed patrons.

Brandon Cater

As for the reply to your reply of my feedback: I think that the boss designs aren't bad, tho I do have a bone to pick with the stone statue + gargoyle tag team. They do feel like a big difficulty spike where they are, largely due to the lack of a checkpoint between them. Before them, I'd say the difficulty is at a 4.5, and they're a 7.5. Would def fit in with candy island's current state of difficulty tho. If the game before it was harder, it'd feel less spike-y to me, especially since after a few deaths I was able to blow through them mostly (absolutely comes from my affinity for harder 2D games). After some thought, I think the first boss isn't too bad in its execution. As for combos: I referred to the normal, non-spell attacks doing something like what Megaman Zero does. As you level up in that game, you gain more attacks you can do in rapid succession. It goes from one single slash to a 1-2 combo, to a 1-2-3 combo. They don't come out anywhere near frame 1, but are quick enough to be viably gone for before retreating. I think looking at some Megaman Zero, Megaman X4, or Megaman Xtreme 2 gameplay as the character Zero would be a good visual aid. Your idea about letting spells and normal attacks have combo synergy is also good too. I just hope that, if something like these ideas is implemented, the extra spritework ain't a bitch. With the voices, I meant all the NPC voices and Aria's voices. They sounded like those Sonic Adventure 2 cutscenes where the music drowned out the voices, making it seem like they were whispering a bit. I remember the boss voices and grunts being ok, but only after i tinkered with the audio settings to get something kinda ok. That read signs idea would be great, too. Speaking of stating the obvious: in game, knowing what was a health pickup and what was a magic pickup was real difficult. The diamond candys seemed a lot like alternate magic sources. Could just be me, so idk if a popup saying "this is what magic looks like" would be needed. Also another question: would the sprite gallery be in the final game at any point? Or would it be basically a subscription DLC in the form of this patreon?

Trombones

I do wanna have some inflation mini-games, but there's no guarantee on them just yet. That'll come when the game is closer to completion if I have the time and resources to do so. Having one where you have to manage how inflated you are or you pop is definitely on the list of mini-games I'd put in though. For now if you pop it just does additional damage to you, but yeah, I would definitely like to have some inflation mini-games!

Brandon Cater

I gotta try and find em lol. Will there also be sort of mini-game segments where she'd inflate, but if you over do it, then she pops and game over?

Trombones

Oh! Thanks for asking about that actually. I will start to upload the sprites for patrons to view on here. Then you won't have to backtrack of course! And yep! You can make Aria pop. You just have to take damage and she'll burst! There's only a few locations that you can become a blimp and pop right now though. Later on there will be more ways to become a burstable blimp.

Brandon Cater

Will respond properly to this soon, but gotta quickly ask: will there eventually be a way to view all the sprites and animations that are in the game as sort of a gallery in or out of the game? It'd be a shame if the only way to see the Jelly TH. expand would be to backtrack a lot. Also, is there any way to make Aria burst? I got this question after accident getting 2 doses of the inflation gas used to defeat the Jelly TH. enemies lol

Trombones

Thanks for playing and giving me feedback on it! Sorry about the poor experience at the end : / . In regards to her power drain, she drains a small amount passively and then a larger amount as you move about though the energy drains are flat values. So that would likely be why the jelly roadblocks are significantly harder since you do a lot of movement. Plus unlike the golems the jelly girls don't give you energy back until you completely defeat them so I can see where the issue lies with energy drain being punishing. I have planned to add in an upgrade which reduces energy drain and eventually there would be an upgrade that removes it entirely. In regards to the boss fight, I do want them to have some challenge where even thinking about 'what candy to pick up at what time' is something to consider, but if they seem too hard, I can always nerf them or add in more ways to get back energy during the fights. That's the same for things like the jelly ladies where I tried to put candy around out of the way to pick up while you try to juggle the barrels. I can definitely see the part where you had trouble at as being a problem though as I didn't put enough candy there and the ceiling is a bit low making it difficult to precisely juggle. I'll add a little more candy there and raise the ceiling in front of her. For the areas with extra monsters, I did try to make it so you could juggle the exploding barrels to handle some, though I suppose it is a bit awkward and difficult to do so with some weapons. I'll see about making them a little easier, though I did intend that one spot after the jelly girl to be a very hard encounter since after that then you get to have the blueberry powerup. (Well after 3 more gobbos) And it's a bit smoother to the end of that area. I'll definitely reduce the difficulty a little bit here and there (And the number of enemies). I have also wanted to make it so enemies don't stack so heavily on top of one another and kind of move to the side so you can clearly see how many enemies there are instead of them stacking directly on top of one another. Since I spend so much time testing I tend to underestimate how difficult things will really be until they get out there to everyone else to test! I think I might also just take another look at some of the weapons and see if I can improve them or add an upgrade that makes them better. I'll also likely nerf the hp totals of the enemies just a tiny bit and significantly reduce the amount the filimuri snek girls can block before their guard breaks as they are significantly tankier than I intended. In regards to possible combos, do you mean between the main weapon and spells or do you mean multiple hits on a target from the same weapon? I could possibly have synergies between weapons and spells to help with that. The next Boss upgrade you get I aim for it to make the player more versatile too. When you were referring to the voice and sound and such, do you mean Aria's voice? Or like the bosses voice or something else? I can definitely come back to the SFX volume and modify them. I can also see about adding in another audio group just for voice FX too. That one might take a bit to do though as it requires a lot of work labeling all the audio files, but I can do it if the SFX is overpowering the voice FX that much. For the death pit in the final area, that one is completely my fault. I tried to make it so the sign was pointing to the other skull sign to indicate that it was a death pit and not another path to go. I forgot completely about the beach area having the skull sign for a completely safe path to go. I'll remove the arrow pointing sign from that spot and change the previous signs so they're more uniform. I think I'll add the ability to 'read signs' and have Aria tell the player what they mean so there is no confusion.

Brandon Cater

First of all, dis game pretty neat โœจ Especially the animations (even if I'm the type to like things going further but I digress) and music. My main point revolves around Aria's sweet tooth. At first, during the early game, it seems like a pretty interesting concept, having to constantly gorge on health pickups to stay alive for longer than 30 seconds. But as the game progressed, it started feeling very cheap in many ways. I found that if I had to analyze a section or boss for too long, I'd die; especially if it was a boss or a tricky situation since knowing doesn't equate to knowing how to do it fast enough. I'd say 80% of what I'd call cheap could reasonably be explained as a skill issue, given how today was my first time playing, but the last 20%, which includes the bosses, felt like way more. A good example is during areas with a lot of enemy density. They're placed in a way that I'd need to stay in one general area for a long time, chipping away at the health bars, especially if I just died, and even moreso if I chose an awkward default weapon like those ghosts. There ain't much candy in those areas usually, so it'd take something like 10 mins of attacking just to move 6 inches, what with all the dying and having to retrace my steps mixed with the long length of the fights. This was especially horrific with that section holding the three-stage expansion enemy after the save point next to some sexy lore you recently made a twitter post about. The section before it in the room is filled with tough, hearty enemies with long attacks in cramped terrain; if I did the intended route and tried killing em all, especially after I died the first time there, I'd be lucky to proceed with a sliver of life left after a long time of trying. So, I damage boosted through em 99% of the time. This tends to work as a last resort for situations like this, but this room is special due to the Jelly TH. guarding the way forwards. While there's a lot of candy in the room, due to the previous challenge, I'd tend to eat most of all of it while still trying to find out/execute what I had to do to get by. This gets really bad if I don't defeat the Jelly TH. enemy in one to four attempts at juggling the expansion air container. If I took or had taken damage at any point, which is easy due to the mushroom dudes behind her attacking as well, mixed in with the awkward-to-dodge motions of the Jelly TH.'s attacks, I'd run out of time to defeat the enemy and die, going back to the enemy gauntlet in the beginning of the room. Really felt like I needed to be a TAS bot to get through that, as if I missed a "cycle" of attacks that would let me easily juggle the expansion air, my chances of winning went down exponentially, even with the card attack equipped. I had to have spent some 30 mins there in just those 2 areas. And then after that, there's another enemy gauntlet area with even less candy to get to after I was already battle damaged. What really stung was dying after getting there and having to redo the first 2 sections I described all over again ๐Ÿ’€. In general the later sections of the game didn't feel all too much like a good, fair challenge compared to most of the jungle area. Being stronger with those expansion purple floating relics helped, until I maxed them out, since I believe maxing them out, while giving the most damage, makes Aria's candy bar drain the fastest, exasperating the "time = health" issue. It just stopped getting fun after a while in what's currently the late game (I'm not finished yet) due to how often those roadblocks appeared and other questionable level design such as an arrow pointing into a bottomless pit as if it was a secret way to proceed; the arrow before it pointed forwards, so it was a good assumption that the down arrow also lead to a path. There's also a lot of bottomless pit deaths I took where I had zero clue there was a pit below me since I was on an upper route; I got hit, then fell and fell behind the geometry of the lower route and died, losing all my upgrades. Furthermore, some enemy collections feel a bit "enemy spammy," reminiscent of Sonic 06's shadow story, especially when there were literally 2 enemies overlapping each other coming from offscreen doing the same thing. I do also gotta say that while the music and effects are real stellar, tho I wish I could hear the voices better. No amount of audio tinkering could make em clear enough to go over the music understandably while being able to still hear everything else all nice. As for a potential way to fix this stuff (do bear in mind that I'm not a game designer): Perhaps a sort of combo system on larger enemies? Like faster follow up attacks so the very big gauntlets I talked about are more manageable. There's also those signs from Sonic generations that warn of bottomless pits in the area that say "hey, there's more risk here" instead of letting the player unfairly find out (not every high up platforming challenge is over instant death, after all). Seems like it'd be very useful here. Furthermore, a more in-depth audio balancing could help. Specifically, an option for "voices," and a little description as to what exactly is under the control of any given audio setting. Anyways, what do you make of my experiences?

Trombones

Feel free to leave feedback here!

Brandon Cater

Are we allowed to leave feedback on what we played here?

Trombones

It is intended to be 67. You won't be able to unlock this particular statue until much later in the game. I plan to have a couple of other statues like this too, but most will be more reasonable for the power level.

Brandon Cater

Is that one statue still set to 67 Or is that intentional

The Gunkster

Oh I'm sad to hear it! : / Is it from trying to play the game or just something wrong with your computer?

Brandon Cater

Oh the irony haha. The enemy we talked about is added and I can't play it because of an error code from my computer :/

Air Pump


More Creators