Much-needed fixes...!


  • Improved intro:
    • The original version of the intro used GB Studio's "Camera Move To" event to switch between animation frames, which while functional does tend to create graphical glitching - brief ghosting, basically - which obviously isn't a great look (if I find myself attempting some kind of Game Boy demake of renowned Doom mod Lilith, then there may be a place for that sort of thing, but for most other projects it's all a bit ๐Ÿคข).
    • Turned Morag into a Sprite in this scene and replaced all "Camera Move To" instances with "Actor Set Animation Frame" events instead.
  • Better looking standing kick and small adjustments to walking animation tiles:
    • Literally a case of copy/pasting and flipping the Leg Sweep tiles, and moving the odd pixel around.
  • Changed path following "Results" screen:
    • Results screen now leads straight back to Title screen instead of dev logo followed by intro sequence, so players can get back into the action quicker.
    • Added "Replay Intro" option to Title screen.
  • Added failsafes to button input events:
    • Odd things would happen in the old build if the player were to press buttons while in the middle of an attack animation.
  • Fixed pumpkin behaviours:
    • Implemented "Variable Increment By 1" event to their On Hit code, enabling the end-game tally to actually work - a heck of a thing to overlook... ๐Ÿ˜ต
    • Fixed issue which had caused them to be invisible for most of a run.
    • Added Crash sound when hit.
  • Expanded pumpkins' "attack pattern" loop:
    • Initial pass with dialogue boxes serving as a tutorial.
    • More variety in terms of where the next one will come from; there is a pattern, but it's a long one...!
  • Added Pause menu.
  • Also exported downloadable .gb and .pocket files.

Note that this isn't WLWSPiSPoPDWYBH's final form...!

Still to come:

  • Improved Results screen:
    • The current version still uses the aforementioned "Camera Move To" events, with associated glitching, plus, as the core of the game is a large-sprites stress-test, the reasonably-proportioned version of Morag on the results screen seems almost anticlimactic... ๐Ÿค”
  • Dialog box avatar fix:
    • This will be a very minor fix, but Morag's supposed to be wearing a pumpkin hairclip in this game, which I completely forgot to include in the avatar images... ๐Ÿคฆโ€โ™‚๏ธ
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Comments

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(+1)

Wow, you've had a very busy Halloween! Everything has been overhauled in less than a day!

I've been able to get a proper taste of the gameplay now, it's fun and works well as a short game! A small interval between pumpkins especially at the start would help ease players into the action and would prevent situations where moving away from a pumpkin makes the next one hit you from the back. Other than that, I think you've addressed all of the other issues I had in this a large and very fast set of fixes!

(+1)

I've been thinking about adding some wait time between a pumpkin appearing and actually moving - like a fraction of a second ๐Ÿค”

Which in turn got me thinking, if that interval can be of varying lengths, I'd be on track for implementing difficulty settings... ๐Ÿค”๐Ÿค”

(+1)

They can speed up as you go, just the first few should be slow enough for new players not to get knocked out in 2 seconds. If you're adding wait times, then maybe you can show an arrow or a target icon at the place they'll appear. That will also help players avoid instant impact if they're standing at the edge of the screen.