So... a lot just happened
Mimosa and the Clocktower » Devlog
Been a while since I made a gameplay-related devlog, but here we go again!
I’ve been adding new things to this game ever since I returned from vacation and took a break from it for a while, so I’m going to show off everything I’ve added.
The first one here is the shooter segments. These are intended to take place during some bossfights, but sometimes they'll also show up as bonus areas. These segments play completely differently from the rest of the game, as this time you'll control Mimo (as an adult) flying in the sky and shooting up enemies. These two are upload one day apart. The first video introduces the Roo, a kangaroo-like enemy that bounces on their tails at a short distance. They're a little buggy at the moment, since they currently stand above the ground and also don't turn around upon hitting a wall. The second video shows off moving variants of the Rosering enemy. The last video here is the first Breath Showcase in a while. This is the Split N' Spicy breath, a basic homing breath that can split in three upon shooting. While weak on their own, they can be quite vicious when grouped together.That’s all for now. See you in the next one. I guess.
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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always love to see what you're cookin up! I would suggest maybe adding something to make sure SFX don't stack and become REALLY loud. Hope you're doing well, and look forward to more!
Tysm! Tbh I haven’t even considered about preventing SFX from stacking, but I feel like it’s something I need to look into.