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Sounds Kinda weird. Does it regenerate?


Also: new toggleable status effects: Rooms may have a Hex and a cursed ghost where you must eat that specific ghost, even after being spat out, to dispel it, otherwise, it'll jump to another ghost, but if it runs out, it jumps to the next room and gives stackable rewards.

JINXED: All curses have their positive traits removed, and all positive upgrades disabled.

TOO MUCH DOOBY: All ghosts look the same until you eat the odd one out.

ANTIMAGIC: Japes might be able to deal with some magical nullification, but his sub weapons can't!

FLIP FLOP: Projectiles that cause status effects instead deal damage, and vice versa!

ASTRAL PROJECTION: Your wand is reduced to the minimum level alongside the hexed ghost.

ALLERGIES: ALL ghosts deal damage when swallowing you!

regenerate..? what..?

What is "it"? Do you mean balloons?

Does the balloon come back in the same room after popping?

Oh this, I didn't make it clear.
In principle, Japes on each floor have the opportunity to pick up a balloon without leaving the lobby before.
Only one balloon per floor.

So... yes, balloons do not respawn.

I don't really think that's a good Idea then, on principle; I mean, if there was one balloon per room, and if you somehow avoided taking damage, you'd get goodies. I say somehow because you are kind of missing out if you don't let yourself take damage.

Uh, sorry, I'm not quite getting what you're trying to say.

What would you like to express?

You should be taking certain types of damage to trigger I-frames, so having a balloon that pops as soon as you take damage would be pointless.

It's meant to tell the player if they've been injured...

If we want to affect the actual game...
Then we should design a separate item or curse.