So... been a while since the last devlog huh?
Mimosa and the Clocktower » Devlog
So, yeah. Got back to fully working on the game. I have added new mechanics, as well as starting rework on the textboxes, because I wasn’t happy with how it turned out.
Anyways, what’s new in store?
So, the first thing is, I have added a state that will only trigger if Mimosa is out of breath. This also stops him from moving. Be careful not to run out of breath too quickly, or it will happen to you!
Secondly, the title screen has gotten a slight refresh, as well as the addition of a main menu. The main menu is currently only limited with starting a new game and quitting the game, but otherwise it's functional. Third, Mimosa is no longer getting sent to the start of an area once he re-enters through a portal. I'll play around with this more in the future. And last, but not the least, a preview of the new textbox mechanic. As I mentioned before, I wanted to redo it because I wasn't super satisfied with how it worked, since it got too complicated to handle, so I went ahead and make a new one. It's not finished as of yet, so it's still being worked on for the next couple of days (as long as my brain doesn't get fried... haha).Anyways, remember this video? Yeah, I decided against restarting, because doing so was time-consuming. I’m glad I changed my mind, otherwise this game would’ve been canned rip.
Anyways, I hope you have a great day. See ya later.
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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Comments
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glad to see you're still working hard! Keep it up, I look forward to more info. The menu screen is adorable.