https://drive.google.com/file/d/1M2YTXKx...sp=sharing
I have another prototype demo here. There is now technically a level end and four objectives to accomplish, though all of this is subject to change.
The following has been added/changed:
-Tongue attack has been fixed, so that you can't just walk float backwards while using it to kill an enemy behind you.
-Missing sound effects filled in.
-Temporary graphics put in place to establish aesthetic feel.
-Some minor fixes/changes in response to feedback.
-Four different types of objectives implemented. Do your best to uncover them all!
-Fully functional pause menu complete with an objective listing and an in-game help guide.
Let me know what you think. I absolutely need the feedback.
Screenshots:
![[Image: OJwgWxz.png]](https://i.imgur.com/OJwgWxz.png)
![[Image: xVjkt0Y.png]](https://i.imgur.com/xVjkt0Y.png)
![[Image: VBuDuR7.png]](https://i.imgur.com/VBuDuR7.png)
![[Image: PrInTqW.png]](https://i.imgur.com/PrInTqW.png)
Suggestions:
-Yoshin requested dinput controller support.
-Rebindable controls are requested by Yrr, they are already planned but that will come at the end during the polishing phase. Same with dinput support as well.
-Swoofy suggested after image effects to make the Boo look more ghostly.
-General effects during graphics polish.
-Swoofy suggested making enemies drop coins to keep your combo up. Great QOL enhancement. âœ”ï¸ Will be in next build.
-Swoofy suggested having the transition between levels be haunted paintings that unlock with enough candy.
-Maybe combos will be tied to progression in some way? Thinking on it.
-Idle animation 1: make a spoopy face âœ”ï¸ will be in next build
-Idle animation 2: playing game boy with the gameboo horror music playing in the bg from Luigi's Mansion. âœ”ï¸ will be in next build
I have another prototype demo here. There is now technically a level end and four objectives to accomplish, though all of this is subject to change.
The following has been added/changed:
-Tongue attack has been fixed, so that you can't just walk float backwards while using it to kill an enemy behind you.
-Missing sound effects filled in.
-Temporary graphics put in place to establish aesthetic feel.
-Some minor fixes/changes in response to feedback.
-Four different types of objectives implemented. Do your best to uncover them all!
-Fully functional pause menu complete with an objective listing and an in-game help guide.
Let me know what you think. I absolutely need the feedback.
Screenshots:
![[Image: OJwgWxz.png]](https://i.imgur.com/OJwgWxz.png)
![[Image: xVjkt0Y.png]](https://i.imgur.com/xVjkt0Y.png)
![[Image: VBuDuR7.png]](https://i.imgur.com/VBuDuR7.png)
![[Image: PrInTqW.png]](https://i.imgur.com/PrInTqW.png)
Suggestions:
-Yoshin requested dinput controller support.
-Rebindable controls are requested by Yrr, they are already planned but that will come at the end during the polishing phase. Same with dinput support as well.
-Swoofy suggested after image effects to make the Boo look more ghostly.
-General effects during graphics polish.
-Swoofy suggested making enemies drop coins to keep your combo up. Great QOL enhancement. âœ”ï¸ Will be in next build.
-Swoofy suggested having the transition between levels be haunted paintings that unlock with enough candy.
-Maybe combos will be tied to progression in some way? Thinking on it.
-Idle animation 1: make a spoopy face âœ”ï¸ will be in next build
-Idle animation 2: playing game boy with the gameboo horror music playing in the bg from Luigi's Mansion. âœ”ï¸ will be in next build
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