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(+1)

After much trial and error here's what I've figured out:


- Once Kyzor enters the trash phase, any lightning attack risks glitching him out such that further progression is impossible. Consequently, lightning should be ignored once the phase transitions.

- Trash removal can be accomplished by any non-lightning card that equals the armor. The strength of the card does not matter. However, the cards activation has to be timed so that several seconds after it is triggered-- when the bubble animateion finishes-- a piece of trash is present directly in the center of the attack animation.  This timing is pretty precise, so I'd recommend healing up two or three times between attempts.


- Once all the trash is cleared the fight enters round 3, which the game calls round 2. This is the same as round 1, except you win if you beat him.  When you win the game suggests there's at least one other possible outcome to the fight, and that outcome is better.

- healing Kyzor back to full health in stage 3 is not the solution.


-Even if you win, the icon on the map will not be filled in and your stats for the fight will not be displayed on the cloud.

Hello! Thank you for playing and providing informative feedback. 

I was the primary programmer of this project until a couple months ago. While I have no idea what may have changed since then, I'm still sorry you had such difficulties with Kyzor The Serpent. 

If it has any meaning here is the design history of Kyzor The Serpent.


Before Kyzor existed, an ooze monster was set to be the 6th and subsequently 12th encounter in the Beach area. There was difficulty landing on a good visual, so it was scrapped. I prompted the artist to use the last boss as an opportunity to challenge themselves and work from anything of interest; and so we got the Pirate Ship of Goblins, and Kyzor. Overall I think this worked out best, as they're the most visually interesting encounters. (Personally think the Pirate Ship and Squid were my favorite to Script)

Kyzor's Gameplay design was a bit chaotic. As you noticed, yes Kyzor can be healed, and that was a planned ending. There was a lot of discussion about how to connect the moral of pollution to the encounters, and how to allow it so the player can be the better influence. The player would be able to Heal Kyzor to travel to a different path, instead of defeating them. With this scheme, the phases were to be:

Phase 1 - Normal Combat

Phase 2 - Enraged Combat

Phase 3 - Heal or Destroy

Shortly before I left this, the phases were changed by request. Phase 2 became a mini-game where you try to blast the garbage off of Kyzor's Fins. When I was working on it, any element-attack would work, however it was awkward as you had to wait for the animation to finish. Phase 3 essentially became the Enraged Combat. I left in the Healing functionality and the message "But could things have been different?" in case there were any plans to return to previous plans. Also felt "Could things have been different?" was vague enough that it could slide into the Pollution motif easily, but you saw right through that so... lol


As for the Completion Time and Icon not filling in, I had so many troubles with that throughout working on this. My instinct is to blame something else and call it a inconsistent pest, but the reality is with programming everything I put into it is my own fault 99.9 percent of the time. Computers cannot compute inconsistencies by design. Sometimes just relaunching the game would fix it.


Oh goodness, I've typed quite a lot here. Once again thank you for playing. I hope the things that worked brought some joy or entertainment!

(+1)

Indeed the game was quite fun, and thank you for the interesting and informative reply!  The pirate ship was definitely one of the most fun to play as well; I think using the 6th and 12th beach encounters for much more complex gameplay was a good choice, even if it didn't fully work out with Kyzor :)