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Version 0.5.1.2: Fixed a bug where the new Jelly enemy could have their inflation level reset if they were hit with an inflation spell at the same time they changed state. Also modified their behavior so that inflating overrides all other states. (So no infinite jiggle) Also added more candy to her room to help with longevity (though you'll have to inflate yourself if you want to reach it)Also modified the juggling barrels so they are no longer a solid projectile once they take flight. (So no more climbing on floating barrels) Also added a debug function to spawn the barrel inflation burst effect ontop of Aria (for testing out blimping)Version 0.5.1.1: fixed a few things and modified a few of the 'hazards' to now glow red to indicate as such.Removed previous versions and added the new one.Latest version: 0.5.1.2Last updated: 11/22/24Well now this build version is done! Though the increment on that third slot may not seem like a lot, there was actually quite a lot added. Mostly just mechanical changes, but also several new core things. The next build will be 0.5.2.0 and that build will just be another couple areas for example. (Though won't add too much else)Generally speaking, this build added a lot mechanically so I will be taking some time to design levels that actually use these new mechanics in fun ways.But back to the current build...

I've avoided spoiling much for the new enemy types just to make them a slight surprise I suppose. One of the enemies I already showed (The mushroom variant) and another is mostly just another recolor with a slight change to their appearance and also their attack is somewhat different. Then another variant enemy who is somewhat different. Hopefully they still feel fresh!The fourth enemy type is completely new and heavily inflation themed. I won't say anything else for now, but on the next devlog I'll comment more on the enemies and their functionality.

One thing I can say is that I severely underestimated the time it would take to do that final enemy's animations and that's why I didn't make the weekend time. Programming them really didn't take that long at all surprisingly. It was all in the art this time.

As a recap on other new stuff, there are crumbling platforms, destructible blocks, some new 'big gumdrop' blocks you can see what's inside or stand on them. They act similar to a crate, except you can see what's inside beforehand kinda. (Though they can still function like a crate and I can have them spawn stuff as normal too) There's also new walls that you have to hit with explosive barrels to break. There's also some new bouncy gel which acts like a trampoline.

And the new barrel types are in, though they are sparse currently. The next areas I add I'll be sure to add in more with them.

There's another challenge area that can be a bit tough to get to and the area itself might be hard.

I added in numerous upgrade items. Some of them should be purchase-able right away if you are after the beach area. There are also a few in the new zone. I also added in a 'reward' for beating any of the golem enemies while they're hyper charged.

I believe I said before about redoing the damage system and that's mostly just for Aria and how she receives damage. It doesn't really mean much to the player since it's under the hood, but I figured I'd mention it just in case of crashing. Really it just smooths things out and makes it easier for me to put more upgrade items into the game that provide damage mitigation and so on.

In regards to things I didn't get to... well honestly the only thing I can think of off the top of my head is that I intended to give Tafi a little house right next to the dock, but it kept getting pushed back in favor of other things. I'll get around to giving her a little home at some point though. (It's just aesthetic really though so not all that important)

There's currently a bug in the game where if you get the new mana upgrade, save, then quit, then load, it will appear as though you only have six max mana. However, if you just get an extra mana it will give you the 7th mana. I just gotta fix the loading display for it is all. (After I sleep...)

Next Wednesday I'll go into more detail about the new enemies after everyone has had some time to experience them. If there is demand for it, I can make a video showing them off too.

I think that's about it for all the important stuff. If you play the new stuff, please give me feedback on it! Especially if you find bugs. I did revamp the damage system internally so I am worried that might cause some bugs. (Though I played through the whole game again and I think I worked out all the kinks. Still never know!)

Comments

TheBlimpFaerie

Been eagerly awaiting the new build and was happy to dive into it and spend probably about three and a half hours on it yesterday evening. I gave my overall thoughts of the previous build last time, so this time I'll mainly comment on what's new (or feels like it might be, it's unclear what from the previous dev logs made it into the build beyond what you explicitly stated). Starting with the new enemies then, the Boomerang Mushroom was actually a lot more threatening than I originally expected. All the mushrooms so far have honestly been a bit of a joke/just random chaff you blast through but otherwise don't really add much challenge. This one however you actually have to respect because while it dies as easily as the rest, it actually does an absolute obscene amount of damage. I died a couple of times tonight due to getting caught on the return trip of the cap after the mushroom itself was already killed. They seemed to do around quarter of my health in a hit or some similarly noticeable *chunk*. They're kind of in a weird place IMO, they hit as hard as or even harder than some of the bigger enemies like the Trident wielders but die like chaff (real glass cannons for sure) and that feels kind of jarring to me. Would be interested to see what others think, but personally I can't work out whether I like that they hit so hard or not. Is one of the other mushrooms new too? Unsure if that was the recolour you were referring to, but the green and blue one seemed to be extra durable, tanking a lot of extra hits which again caught me out at one point as I'd been running through that final beach cave and suddenly one didn't just splatter as I murdered my way through the cave. The new special enemy was actually a lot of fun to fight, not hard at all but fun to watch puff up for certain with each barrel launched at her. That she also seemed to enjoy it was a really fun touch, she's an absolute cutie and I'd love to see more enemies like her in the game. I could see a large boss with more complex attack patterns requiring a load of barrels to immobilise and defeat potentially being really fun. I remembered reading about the Boat scene previously and I think that came out quite nicely in the end, using it to transition between the beach and candy island was a good choice and I really enjoyed getting to chat with the NPCs and learn about what was coming up ahead on the island, that was a really nice touch! The Candy Island then, that one was a ton of fun to play and I really enjoyed the new mechanics in play with the various platform types and especially the jelly blocks. I really appreciated the physics behind those blocks, how the angle and force you came at them with affected how hard they launched you and in what directions. I especially enjoyed bumping into the corner of the block while blueberried and getting kinda cannonballed at the mushrooms in that one little pit toward the end of the first proper area of the island. Being able to jump out of the hot chocolate was nice, I appreciated that opportunity to save yourself at the cost of some damage, admittedly I wish the water's *surface* at the Beach biome behaved similarly to make all those death pits less obnoxious in those levels. Out of all the biomes so far, I think this was by far the most interesting for gameplay, all the different interactive features like the collapsing blocks and platforms, the bouncy blocks, the hidden paths and routes requiring careful use of spells and power ups to access - definitely a big success in my eyes, it felt like you really made really good use of the biome theme and was very satisfying to play through. Possibly sets a hard standard to beat going forward! That said, I thought the introduction of the Black Liquorice sweets was funny with the dialogue, however I'm afraid they feel kinda… pointless mechanically? I'm so damn thankful they seemingly weren't poisonous or damaging as that would've been insanely obnoxious, but unless they're thrown by a goblin and catch you mid jump over a gap or something, they aren't positioned in a way at any point I can recall to actually do anything meaningful. They're quietly amusing for Aria's reaction to eating them - and I have to emphasise how much I enjoy her reactions to everything in the game again - but otherwise as they are don't seem to serve any great purpose. I really want to comment on the Processing Facility, in general it's a really fun vibe and I especially enjoyed the Challenge Room on the upper path, I spent a good bit of time in there just playing with the helium barrels and new Blimp Form admittedly! The juggling barrels mechanic is actually a lot of fun if a bit clunky (but that is a symptom of how movement and attacks work in this game), bouncing the barrels across distances to blow up blocks or inflate the cutie slime were both very satisfying to pull off, I'd love to see both kinds of barrels and perhaps others scattered around the rest of the game too, just sniping that goblin with the exploding barrel at the start of the bottom path felt good and having the occasional strategically placed barrel to soften up big groups of tough enemies would be neat. I especially enjoyed the Challenge Room and getting to practice and refine the juggling of the barrels via several consecutive hits to open up pathways to progress through it. Combining it with the Wingmilk with the extra added factor of the limited duration meaning you had to work fast to solve the last part was a really nice touch, I felt that area was very creative and stuff like that is definitely something I'd like to see more of. I confess I spent over an hour of my playtime combing the Candy Island and both paths trying to work out if the Battery was usable somewhere in the current areas without success, so I'm either really dumb and missed it or it's not in yet I assume. Spent probably a good quarter of that time trying to get through the tiny gap in the roof in the final area of the lower path to reach that tantalisingly placed Control Rod, was very satisfying to finally succeed! I'm really looking forward to seeing what's up with the greyed out Blueberry Pie door, I was so desperate to get it open haha. It probably goes without saying that I was really excited to finally get to play with the Blimp Form, was a lil disappointed that it's seemingly only possible to activate in the final zone currently and doesn't seem to serve any significant purpose like the other power ups. Do you have a vision for how it'll fit into the game in the long run, or is it just a neat little addition ultimately? Seems like with the uncontrolled rising, extreme vulnerability and harsh health cost for popping that it seems well suited to being a debuff rather than a power up, was that the intent (or will it have a practical application in the future) and if so is there any possibility of enemies that inflict it upon you (throwing potions, grabbing and puffkissing etc)? I'm really interested to see how that fits into the game as a whole at any rate. Moving onto the rest of the game as a whole, I touched upon how dying and being respawned super weak felt really brutal, I'm unsure if it's just being more experienced with the game this time (and choosing the underwater path at the beach this time) but my playthrough on a new save felt a lot smoother, I had far fewer deaths overall and when I did die it didn't feel like such a chore to rebuild that momentum. If you adjusted stuff earlier on to accommodate that, then I think you did a good job. I didn't buy it until late in the run but I appreciated seeing the powerup in the shop that buffed attacks while you were below full strength. The shop felt like it was placed a lot earlier in the game, unsure if that was actually the case (I swear it wasn't before the first boss before) but it definitely helped a lot with the difficulty curve I feel, being able to pick different 'default' weapons and upgrades earlier especially was handy. My only lingering gripe with respawning at present is how it leaves you without mana, which means in certain sections like before the first golem you meet that if you want to hypercharge it, you pretty much have to do it and beat it on the first life otherwise you'll not be able to gather enough mana to actually hypercharge it after you die (and probably struggle to beat it when weakened). Whether that's how you want it or not to promote challenge is up to you though! I really like the idea of each Spell having an upgradable effect you can buy to change playstyles (like Phoenix Dive having damage resistance as a passive), that feels like a great idea to be expanded upon, as might having more hidden trinkets to sniff out in the world throughout and encourage replaying sections to do the route you didn't take the first time (bonus points if they require later upgrades to be able to reach). I saw the dev video with the Retaliatory Bubbles but couldn't get those to work so assume they aren't implemented yet in this build, but that seemed like such a good (and fun!) way to spice up that spell and make it more flexible. Is it intended to be a default state eventually, or will it be tied to an upgrade? After two playthroughs, I've got a couple of other broader pieces of feedback and the first is about combat. I've found fights to feel somewhat clunky now and again, a lot of the time enemies will rush you and get in your face and you have to try and jump and dodge to avoid taking hit after hit, which is fine and would understandably make getting in attacks become a matter of skilful positioning and timing, however on multiple occasions moving and then turning to attack in the direction you'd just come from felt somewhat unresponsive, like she doesn't reliably turn around on time. Lots of occasions where I'd move, try and turn but just end up not turning and end up firing an attack the wrong way, it's extra painful with the Charge Shot weapon which is already so slow and I think that is probably the worst offender due to how long it animation locks you to boot. To be clear it happens with other weapons too, not just that one. No idea if that's just a me problem (more used to playing games with mouse targeting for this sort of stuff) or if there's anything at all that can be done there, just thought I'd mention it as a slight pet peeve. I've not experienced many bugs so far, the only one I did have was my audio in the game suddenly died during one of the beach levels while fighting a Trident wielding enemy, unfortunately it was so sudden I wasn't able to work out if there was a specific action or moment that could've caused it. As ever, it's been super cool getting to give this game a go and I continue to be impressed by the quality of it even in these mid-development builds, I'm super excited to see what comes next for the game and how the NPCs and other teased features will all fit in. Cheers!

Helpfulgeomancer

The puzzles with the barrels were really fun! My only problem is that it's too brief, but knowing how this is a solo-developer project, I can understand. Asides from that, I don't really have any other criticisms, mostly questions.

PerunMatt

Does the current version end at Candimus Isle?

The Gunkster

In the secret dungeon with the secret statue it says that it requires 67 power to open