Next up
I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.
Don't worry, it'll be out by tomorrow night.
A rather interesting thing I forgot about...
Despite anything resembling better judgment, and this not going into any demos, I decided to implement a swinging mechanic.
I got it working. You can control the swing (loosely), and can stretch and retract the arm. It even adds a bit of momentum.
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
Just a reminder. It's coming on the 16th, assuming nothing goes wrong.
Possible default protagonists, Charlie (guy with hat) and Bonnie (girl with dress). Using a similar palette, because I can.
I would alter the faces, but I like appeal, and without the pixel-noses, they'd look like chibis at that size.
I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.
Also, yes, I NEED to put on that "Pro" flag everywhere.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.
That being said, Clampor's finally implemented, ready to take on this little stretchy lady.
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
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