Playing around with ways to mess with the player’s heads. I do this because I love them <3. Also I might kinda hate them . 🤔 Progress is good anyway.
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Playing around with ways to mess with the player’s heads. I do this because I love them <3. Also I might kinda hate them . 🤔 Progress is good anyway.
Hello My Neglected Tumblr.
Graphics :)
Have a good one! (Also reminder that I tend to be more active over on my twitter, if yer interested https://twitter.com/melongamedev )
fruitdev replied to your post: Haymakers!
Wow man! This is really taking shape! You guys need to spam the twitter more I think, I had completely missed it!
@fruitdev Oh you did?? I guess we do need to spam it more! Say no more! Thank you so much, I’m glad you like what we got so far uwu
Did a thing. I don’t usually paint that much because I’m not that good at it (good reason, I know.) I tend to stick to line drawings and flat colors (and of course pixel art.) Anyway, I like how it turned out.
Progress is good, I hope ya’ll are doing well.
Destroying some cutiepies. Made some new enemy sprites today, and recently added a stun gun (displayed completely without juice.)
Dreamt up an enemy I thought would be fun in Melon. Dream me was right. Super fun to push him around with the boost. Armored enemies tend to be pushed by the boost (and their armor weakened) while with regular unarmored enemies, Melon is able to pass through and damage them at the same time.
Won’t hear from me for a couple of weeks, heading over Japan-way. And all I’ll leave you with is this timing based puzzle. Might not be the most exciting thing you ever saw, but if you’ll manage to find it once the demo finally drops you’ve definitely earned my respect as a metroidvania enthusiast.
Haven’t posted in quite a while. Showing a couple of things I’ve been working on recently.
Two new weapon mods displayed: full auto and high impact making bullets explode for extra damage.
As a standard, enemies no longer damage Melon on touch. Hopefully the exceptions will be made obvious to the player. This feels like a more modern design approach and it’ll feel more elegant in the end.
Mario-style attack mod called iron boots added which allows Melon to stomp certain enemies, as a rule enemies smaller than herself and not the kind that damage her on touch.
The green “boost blocks” have been transformed into “impact blocks”. Melon can destroy them by impacting with them, ie jumping from below or falling from above. Higher impact, more damage to them. Since fall damage is a thing, I figured the most elegant thing would be if damage went both ways so to speak. This still means Melon has to destroy horizontal impact blocks with the boost move.
Wall jump currently works on all walls, as compared to before. I was afraid this might grant the player too much power, and it might open up ways to traverse I never intended, but it does feel preferable to the specific wall jump walls since they don’t allow for as much player creativity and skill. I’ll be keeping a close eye on it.
The first boost upgrade will allow you to utilize enemies to reach even higher and further, tho it currently feels a bit wonky (displayed towards the end of the clip.)