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THEONLYDarkShadow

4
Posts
A member registered Dec 03, 2023

Recent community posts

(1 edit)

The idea of another playable character springs to mind another idea: co-op mode, Robin and Mitch teaming up to lay the smackdown on the bad guys. They'd have to share the Powerpuff Girls, though it would help to emphasise teamwork between players. =D

Nice to hear you like the ideas of Sedusa being a secret boss and that Robin fights her across the three areas. =) I saw the work-in-progress preview of her on your Twitter account and she is big. Judging by the ground (or is that the rooftop of a large building) also in the shot, she towers over even Robin; perfect for a significantly harder secret boss. From the preview you posted, I can picture Sedusa having a variety of attacks: swiping the ground and air with the staff, her snakes striking from above and the sides and her smashing her other fist down; in addition to the beam attacks from the tiara and necklace and the electric attacks from the snake head. That's what I picture, at least. It's your game, after all, and I'm curious as to what you've got planned for it. =)

If Robin wears the artifacts as a giant after defeating Sedusa and causing her to shrink, then Robin's going to be really big to her. Then Sedusa will know how it feels to be loomed over to such a degree. =D

By the way, I discovered that this game came about because it was a commission via the "Bigger Than The Multiverse" tier on your Patreon. How does that work, exactly? It might be neat to help bring more size-themed games into existence, so I'd like to know details on how that process functions to know whether its something I'd like to sign up for or not.

Glad to hear you received the money. Yes, "THEONLYDarkShadow" is fine. =)

It was more the large number of enemies rather than enemies that take more than one hit (although having enemy types that take more than one hit to beat is not a bad idea) that made me think a combo system could potentially be feasible, since there's times that multiple enemies can be hit in quick succession.

A game involving Jenny/XJ-9 could be neat, though I was actually asking if you had any additional goals for this game now that the Sedusa boss fight goal has been reached.

Speaking of which, personally I thought it was going to be a boss fight that Robin would face after defeating Him. Maybe, to make it a bit more special, it could be unlocked by fulfilling a certain condition like destroying every building in every level or by finding the three Egyptian artifacts that Sedusa used hidden inside certain buildings like the milk cartons are, with one artifact in each area.

For an idea of how the boss fight itself could work, it occurred to me that a mechanic that hasn't been used yet in a boss fight is the super giant mechanic. Perhaps the boss fight could involve Robin having to avoid Sedusa's attacks until she can find milk cartons since Sedusa would only be vulnerable to Robin's attacks when she's in a super giant state? Since the state is temporary, this creates a gameplay loop where Robin is going back and forth between avoiding Sedusa's attacks and dealing damage until she's defeated, with Sedusa's attacks becoming faster and more intense as the battle goes on. For a bit of extra aesthetic flair, maybe each of Sedusa's phases take place in each of the different areas, giving the impression that her and Robin are fighting all across Townsville? If you want to have cutscenes for it like the other bosses, you'd have a great opportunity to depict a Sedusa shrunken back to normal size (or even tinier if you wished) looking up at a super giant Robin, making Robin look really huge.

If you like that idea for the boss fight, or have any feedback on it, I'd like to hear it. =) I tried to come up with something that could make for a neat boss fight while also not taxing your animator/programmer too much. Oh, and you're welcome. I look forward to the boss fight. =D

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Thank you for your prompt response and game updates. It shows you are developers who care about the quality of your games and that you're not the "fire and forget" type. I appreciate that, so I have given you the $333 you need to reach your goal. =) I haven't donated through Itch.io before, so please let me know if you received the money. What kind of boss fight will Sedusa be, if I may ask? How will it function? Also, out of curiosity, do you have any other goals after that one?

In trying to recreate the milk carton bug I had previous described, I found another one: if Robin drinks the milk within a second or two after getting hit, she becomes completely unable to move or attack. What's more, when she shrinks back down to regular giant size, enemies will pass through her and not deal any damage. The only way to fix it is by refreshing the page and restarting the game. On a related note, I've also noticed that sometimes the page needs to be refreshed either once or a few times for the game to run at all. I don't know if that's just a problem on my end or if anyone else has encountered that.

I also encountered another new bug when playing through the game again: the first time I entered Mojo Jojo's boss fight, the visuals were incredibly laggy to the point where they barely updated at all, but I could still hear the sounds of the boss fight happening so the game was still running mechanics-wise. When I inevitably died, the game then crashed. It worked fine the second time, so I don't know if that was a once-in-a-blue-moon bug or something that could happen again, but I thought I should let you know regardless.

Regarding the sound issues, I am using Firefox so perhaps they only affect that browser. Also, there's a Broccoloid right near the start of the first level, so it's very easy to see him suddenly scale up in Robin's hand when she's super giant there.

As for the combo system suggestion, I can understand wanting to keep the user interface as clean as possible. Perhaps, if your programmer doesn't want to use bars or numbers, they could try varying the impact effect when hitting enemies by using different colours and/or shapes to convey an increasing combo streak, with it resetting back to the default yellow four-pointed impact effect when the combo streak is broken? They could then have the score and any relevant details placed in result screens at the end of levels to really convey that old-school flash game arcade feel, with a final results screen when the game is completed. That'd be a way to convey the required information to the player without cluttering the screen with any additional user interface elements.

Thank you for taking my feedback on board and I'm pleased to hear that you're planning to further improve the game. I hope my donation will help with that. Oh, and, Merry Christmas. =)

It's very rare to see a size-themed game that isn't either an RPG Maker game with some CGs or a sandbox game, so it's refreshing to have something different and more original. After playing through and completing the game a few times, I decided to make an account to give you some feedback that I hope will be of use to you. By the way, how much do you have left until you reach the goal for the Sedusa boss fight? I might be interested in helping you reach that goal. =) From what I can find, you reached at least $150 out of a $500 goal. Is that accurate? Do you need $350 more or are you closer, or further, than that?

Pros:

- Robin works nicely as the protagonist with the combination of wanting to help save the day but also causing destruction along the way as she does so. The cutscene before the final level where she accidentally sets the city on fire while trying to stop a bank robbery is a particular example that helps emphasise this.

- The artstyle matches the show nicely, making it feel like it could be one of those old official Flash games based on cartoons that companies used to do.

- I found it amusing that due to making Robin sick while she was giant-sized during the ending cutscene and causing her to sneeze a building over, the Amoeba Boys actually managed to do some actual damage, technically. =D I'm curious, is that moment a reference to the episode "Geshundfight?"

- Having a ground pound attack, with certain enemies requiring it to be defeated, helps expand the gameplay a little bit and makes the player have to think twice before attacking groups of different enemies.

- The background music for the final level before you fight Him, when the city is on fire, is my favourite track of the soundtrack.

Bugs:

- The background music is missing from the second level of the first area and from Mojo Jojo's boss fight.

- If Robin gets hurt while she's drinking a milk carton, she cannot move (though can still attack) until she loses all her health and the level restarts.

- The fullscreen button was there before when I played it when the update came out, but now it's disappeared.

- When eating a Broccoloid when Robin has grown due to drinking a milk carton, the Broccoloid suddenly grows to fit into her hand.

- There's a continuity error where the city isn't on fire during Him's boss fight and the part of the ending cutscene where Robin punches him into the horizon.

- If continuing from a previous save while the title screen music is playing, the music will keep playing into the cutscene and level after the save, causing the level's music and the title screen music to be playing at the same time.

Suggestions for improvement:

- The second level of the first area is significantly more difficult than the rest of the game, due to the combination of the sheer amount of Him heads, the introduction of Eye Monsters and the lack of Broccoloids to regain health with. I'd recommend rebalancing the game so this level is easier to handle while the late-game levels are made more difficult, because currently they're easier than the early-game levels.

- The game could benefit from a score and combo system (and maybe a ranking system too) to compliment its arcade-like gameplay, especially if you award more points for skilful play such as timing the special attacks to get as many enemies at once, or knocking frozen enemies into a bunch of other enemies. It'd also encourage people to replay the game to beat their and others' high scores.

- The bosses are too easy. Both Princess Morbucks and Mojo Jojo only do the same attacks throughout the whole battle and it's worse for Mojo Jojo because he only has one attack. Him is slightly more challenging since he requires all three special attacks to hurt him; but since the game outright tells the player how to beat him, the player is denied the opportunity to figure it out for themselves. If it's not feasible to add new attacks to the bosses, then at the very least their attacks should get faster each time they get hurt to gradually increase the challenge in facing them.

- Logically speaking, Blossom's ice breath should be able to put out the fires in the final level.

- The impact sounds should be louder and the screen should shake more when Robin has grown bigger due to drinking a milk carton, even more so when landing from a jump or doing a ground pound attack.