Build 0.5.1.2 (Patreon)
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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!)