Slight graphic updates, Responses, and Dashing + Vacation Notice
Happy Holidays folks.
With 2023 approaching its end, I just wanted to make another devlog to update what I’ve been doing with the game so far.
So, first off, I have implemented NPC responses into the game. Depending on how far I get into development, I’ll play around with it a little more.
Secondly, breaths now burst into tiny pixels upon contact with anything (except Roserings, though more exceptions tba). Also, I made improvements on enemies exploding upon death, meaning they won’t burst into a bright yellow poof anymore. I’ll obviously make it look better in the future.
Aaaaand lastly, I added a dash mechanic! This allows Mimosa to run, and he can also shoot while in that state. Right now, it can only be activated by double-tapping the left/right or A/D keys, but I do plan to add an accessibility feat that lets anyone activate dashing with a single button press.
Anyways, I am leaving for Florida on December 28, so I am putting the game’s development on hold once again because I will be very busy during this time. Development will resume on January 7.
That being said, see you next year. Byeeee.
Mimosa and the Clocktower
Sea clocks, nursery rhymes, time manipulation, and... a baby dragon? (Currently under concept/prototype stage!)
Status | In development |
Author | HistoriaQ |
Genre | Platformer, Shooter |
Tags | 2D, Action-Adventure, clocktower, Cute, GameMaker, mimosa, Pixel Art, Singleplayer |
Languages | English |
Accessibility | Interactive tutorial |
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