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u r truly a legend lol
btw i think i can help you with ingame sounds if u need to

Is there any way to switch between the Sawed off Shotgun and the Pistol

There isn't currently

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ngl I could do with a weapon that offers overpenetration, by which I mean it would be nice to shoot through enemies you've already inflated and have the flechette hit targets behind them.

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So, I don’t know if they work for anyone else, but no custom levels work for me. I always spawn in the void far enough out that rounding errors are causing the view models to freak out. EDIT: Here’s a video of what happens:

Make sure to read the "IMPORTANT READ ME.txt" in game files for instructions. If issue persist redownload the game and/or the level

Ah, okay, I didn’t understand what the whole , and . thing meant originally. All the levels I downloaded used commas, and only loaded after changing them to decimals.

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Game is pretty fun for what it is right now, however, for some reason, after successfully completing like 3 rounds, the amount of enemies on later waves (7-10) becomes absurdly high, to the point where the game begins to lag and is dropping the FPS to ~5-10. Smoke grenades could only help me so much...

Also, haha, imagine making a map for an inflation game, couldn't be me, haha!

...Well, seeing that there seems to be no appropriate place to post a map, here's mine. It's kinda empty, in my opinion, but uh, couldn't be bothered about it.

The Outskirts Map

Outskirts' Cover Image
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Damm, I actually really like the setting, I'd love to put it into base game, just let me know if you want to be credited with your itch name or maybe twitter or whatever else

Oh yeah, I don't mind it. You could just use my itch username, it's fine. And I'm glad you liked it!

I played a few rounds with the shotgun and the game is surprisingly fun! The spray enemy is super difficult to beat without getting hit, especially at the start of rounds with the initial swarm, which is a little infuriating but nonetheless I enjoy the game and look forward to playing more!

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the sample map seems to be busted, I've tried to play it a few times and it's-the player and weapon are glitchy and blurry

If you're having problems with custom levels not loading go to the Level.txt file for that map and change all ',' -> '.' or '.' -> ','

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Is there an official place to share levels? Like a discord or something? I finished up one and want to share it. 

Here's a link for the few interested: https://drive.google.com/drive/folders/1lvlPURexA6NzJnnHY_8YmYLfTjFJLzNT?usp=sha...

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Can you contact me on twitter?

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Kind of a comment im pullin out of my rear here but...


What if you added a  MINIGUN.

I know,I know,  "That'd make the game WAYY to easy,Homeless!" But I'm just saying,it'd be pretty freaking cool.

I would also like to see a Minigun in this game

It would be rather redundant with the other full-auto gun when fully upgraded. A better addition would be projectile velocity upgrades for the shotgun and machine gun.

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That's a good idea, but the faster the dart the worse hit detection is. And yeah, as you said fully upgraded AR is basically a minigun lol

Is the sniper hitscan, then? That makes sense, not sure how I didn't notice.

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Really cute game that's strangely addicting to play.

Would really love to see more variety with the inflation shapes tho instead of the "three B's" (Belly, Boobs and Butt) Do you think you could make the enemies (and yourself) inflate until you're completely spherical? (aside from your head, hands and feet poking out of course)

Maybe add some blueberry inflation to the game as an weapon/powerup? You could have a hose gun that sprays juice on the enemies that causes them to inflate into blueberries?

This could tie into a bubblegum item that allows you to deflate yourself by blowing bubbles but it also risks inflating you into blueberry and this could change the mechanics a bit by forcing you to move slower and roll yourself around?

I think blowing bubblegum could work as a risk/reward item in that it might inflate/deflate you with how big you blow the bubbles correlating to the risk of inflating/deflating.

Also I would love to see some variety with the clothes on yourself and the enemies. Maybe have buttons pop off your shirt and jeans as you're inflating? The same would also work on the enemies too of course.

That's all I can say for critique, great game so far and I can't wait to see what you come up with next!

really nice game but the character customization is pretty basic it would be nice if there would be more clothing than the basic shirt like idk maybe hazmat suits ,bikinis😳 or other stuff like that

If anyone has older version of the game, I would really appreciate it, I wanna try older versions of this game

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Amazing game, i would actually really like if the player would've release air puffs when inflated like enemies do, but overall i really enjoy the game, r u planning to continue upaditing it?

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Yes, there will be updates in the future

I wish the butt inflated more than what the current max is and the pants ripped off like the shirt does.

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As of 0.2a, player no longer releases puffs of air when they are inflated/blimp state.

Good vision, it seems to be correct.

Fun Fact: If you press F5, you access the command menu. I do not know any commands but maybe some people can discover some.

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The creator update the file, now you can have a TXT file called "commands.txt", where you can read the codes that you can use

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10/10 game

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Minor bug report: Inflated can walk through the soda machine on the bank map (I don't know about the Bus Stop map).

On the Bus Stop map it should be very rare that to happen.

The soda machine is in a corner of the map next to a wall, that's rare that one gets close.

Note: I test it and yes, the Soda Machine don't have collisions for the enemies

Anyway, if you get to a moment for see one enemy passing through that point, is more possible that you will be surrounded in all direction.

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I just found a bug where the round doesn't end when you have a blimp inflated overhead. The wave that you are on doesn't end until you pop or let the blimp de spawn. It's kind of fun if you have the experience perk if that perk gets you soda faster you could see how many sodas you could drink in a single round!

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« -as long as blimp boss is active normal infected won't stop spawning »

it is written in the document "READ ME.txt", in the game files, next to the boot file.

It is one of the features that the author did not implement in the tutorial but that he should mention.

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After a couple of times I figured that it was a feature instead of a bug. I really need to start to read the "read me" files. Thanks for pointing that out that it is written in the readme.txt file. Also thanks for kindly pointing out my duh! No sarcasm, I mean it. Thanks!

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I kind of wish the player character got as big as the blimp either on a regular defeat or drinking the gold cola at the end of the round. I would like to see the player character become completely spherically inflated!( that is just me thinking out loud about the spherical bit) Is there an end to final hard wave or do enemies keep spawning ensuring the player is defeated? I like the game over all though. I have played it through twice now and enjoyed each play through!

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The hard mode is not much different from other modes.

The few differences are the number of enemies and the types of them.

But... maybe yes. There is an "endless mode".

Rounds 8 and 10 in hard mode are actually very difficult because of the amount of enemies, and if you don't blow up the blimp fast enough, your PC will start screaming.

If you want something like "keep the enemies coming! until i explode," you could start a wave with a blimp and don't blow it up.

Theoretically, the round would never end.

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top i have all аchievement

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I've played it and enjoyed it. I do have a few suggestions I'd like to share, if that's okay.

  • For purely cosmetic changes, maybe you could add an option to have enemies leave an explosion of scraps via a particle effect to help add to bursting the infected. I mainly suggest this one because I find myself turning away from infected I finished off if they're away from the horde, expecially blimps. You could also add other cosmetic things such as pallets or texture for our weapons that cost experience, to help add an additional sink for that.  Also, when the fire rate is increased for the Sniper and the Thumper, their animations don't reflect that so maybe speeding them up as you upgrade them could help better translate that information. 
  • On to balance suggestions, I'd say the Sniper is in a very weird spot. When upgraded, it tears through early rounds so easily you can just sit right by the ammo pile and be pretty much invincible, but on the later rounds it becomes next to useless against the horde. I suggest toning down its max fire rate, in exchange for allowing it to pierce multiple enemies. I feel that would make it more satisfying then it currently is and stopping it from invalidating early waves outright. The Thumper, on the other hand, is extremely inconsistent. It feels like its hit registration is RNG, with shots clearly phasing through opponents, or mysteriously hitting an enemy I didn't even point at. This also extends to its self damage, which makes it impossible to tell the safe distance to use. Not only does the explosion animation not showcase the blast radius, but it feels like that radius also fluctuates randomly. Sometimes I shoot someone really close and take no damage, other times I shoot someone a good 6 feet away and lose half my health. Making it both visually and mechanically consistent would make it much more satisfying to use. Finally, the AR is just overpowered. I feel like it would be best split into two different weapons, a harder hitting but slower firing rifle, and a high capacity fast firing Light machine gun. That way, you don't get the best of both worlds in one weapon, and have to pick which you would rather have. 
  • For some new things, maybe a revolver secondary to act as an alternative for the sawn off, dealing enough damage to two shot eliminate most enemies in exchange for having to reload one dart at a time like the Shotgun. You could also add some purchasable weapon charms, like a shield that halves gas damage, a cat that heals you at the end of every wave, or even a detrimental one that damages you at the end of every wave in exchange for more experience or faster cola build up.


Thank you for reading this, and the game is already very fun as it is.

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0.2a Review:
After the update, glad to see AR got its auto reload.

One thing I forgot to mention from last time is that the grenades do not always respect the walls, and will often go past the border walls meant to keep a player in.

Another bug I found is a zoom glitch that occurs because an enemy inflates too quickly and a player ends up pushed, forced to spawn in a slightly different spot. This happens most often with the blimps but is still a regular occurrence regardless.

Lastly, the GG achievement is clearly meant to be earned after getting all OTHER achievements. Well, the GG achievement requires its own unlock to be unlocked, which means it can't be unlocked. Never mind. Turns out I missed one achievement for "losing enough rounds".

Something I would like to see is Hazmat enemies exploding into a toxic cloud that affects both player and infected. Obviously the cloud would also need to fall to the ground, but it would make camping a much more risky venture.

I don't know how practical it would be to implement, but perhaps the inflation of both player/infected can be picked out? Have Belly, Breast and Butt inflation to start, and expand from there if it's doable. Player chooses their inflation, infected are randomized.

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Good changes overall so far! Would it be possible to just lower the height to which the girls float up? I like to pop the remaining ones at the end of waves but a lot of them are so high up i just can't hit them. Also, it happened once or twice where the counter for the next wave would begin while there were still inflated actively running after me despite the wave being supposedly over. One last thing i'd like to mention, which i forgot the first time, is that i like that even when you're very low on health and super inflated, you can still mostly see what you are doing. I think "Inflation Rooms" would greatly benefit if it was like this as well, if you ever intend to update that game in the future. That one too had a lot of potential in my opinion!

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I also feel that The Blimp is too weak. I think waves 3-9 should stay as they are. However, the last wave would like to have a boss who has to create a more difficult to explode "Super Blinp" etc. and inflate it more.

Even harder difficulty may be interesting. I think it will be quite difficult even if the enemy does not explode unless it is inflated (improved the difficulty of obtaining items). (In hard mode, I was able to clear it continuously.)

Setting the players health to 0 while having the console still open causes the player to keep on inflating and not explode (maybe the player does explode after a while but I didn't want to wait for too long)

There are several bugs and problems I am having. One being that when shooting the AR at those gas spawning clouds, the darts stay in place and don't despawn, basically leading to the next infected that walks out to pop instantly.

Another is the health pill thingies occasionally give you overheal (meaning your health raises over 100) and leads to your breasts and belly to no longer be visible until damaged again. I experienced this when using the achievement perk thing that makes the pills heal extra

Round 10 on hard is extremely laggy, when spawning the horde to the point my game nearly crashed.

On the map "the bank" near that alley with the easter egg you added, when inflating a blimp, it can be knocked out of reachable distance essentially bringing the game to an endless mode where you cannot progress the rounds.

Items tend to disappear when 2 infecteds are popped close to each other.

Finally, I would really appreciate the sawed off to be upgradable because it would make the thumper actually viable since you can't use it effectively from waves 1-5 because of self damage and god forbid an infected gets too close, you're helpless.

I would really like to see some of this adjusted in the next update, thank you!

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Im curently in the tutorial its not letting me use the carbon-pop is there a key im supposed to use

That bug was just recently patched, download the game again

Ok then

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So, the new sawed off seems to be broken. I unlocked it, but it doesn’t appear on the play screen at all and can’t be upgraded. EDIT: Nevermind! I didn’t realize it was a secondary! That’s awesome.

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Surprised to see this, compared to your previous downloads- it's a big jump in quality.

Recommendations:
The AR is ridiculously busted at high upgrades. Perhaps focus less on mag size, and swap it for reload speed?
Allow the player to pick up items when reloading!
Shorten the deadzone during/after reloads, especially with the shotgun- having 'finished' the reload, and having to wait a full second+ to fire afterwards is a slowly-annoying occurence!
Give us a button to throw items we're holding- I'd like to be able to move pills away from places like spawnpoints.
Maybe make the between-round time a little longer! Games like KF1/2 give you nearly a minute.
Perhaps consider in-round purchases, like the game above!
On that note, it should be (seemingly) easy to add things like damage resistance, speed upgrades, health maximum, and perhaps small ammo-drops from enemies. Hope this sees continued development!

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I like how this game feels so much more polished than the others so far. Inflation Rooms was the next best thing, but still feels unfinished.

There's a bug with the AR. It will not automatically reload when the clip is empty, unlike the other weapons. I can do it manually, at least. But it's a bug as far as I'm concerned.

I would like to see some more creative upgrades available for the weapons after otherwise maxing them out. Perhaps the AR could get a brief "piercing ammo" mode, Shotgun gets a much narrower spread, stuff like that.

I haven't tested the launcher in this hotfix, but I did notice that the shots passed through infected. Which can be a unique method for using the weapon but it also means it's dead useless against Hazmat infected. You either use your side arm against them or you die.

I have also experienced a freeze when the game ends and your character starts inflating. The game practically locks up completely, but then resumes normally when the end of game options pop up.

EDIT: Three suggestions I think would be worth adding.

  1. Disable the melee entirely and replace it with throwing whatever grenade you have.
  2. Make Q the button to automatically use your Heal/Cola
  3. Make the End of Game bottle a different color from the basic one to indicate its "auto kill" nature.
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did you tested the "hard" mode?
i think the amount of enemies that spawn is bigger than the space on the map (round 8)

edit: error, the round 10 in hard mode is barely possible to past, the amount of entities is enough for partial stop the game when the round start, even with smoke grenades, is hard to work with that amount.

if is needed, i could make a video.

I'm aware that the hard mode is nearly impossible to beat, but since it isn't really necessary for any achievements I thought I'd just leave it like that - give people a real hard challange.

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why does this remind me of Halo 2 and its "legendary" difficulty?...

PD:  Don't mind about that.

A challenge that cost time, make you like more what you are doing when you success

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I've managed to beat hard, you have the right idea with the smoke grenades. Over the coming rounds leading to round 10 pile up a bunch of smoke grenades in the center of the map and on the round time between the switching of waves 9-10 toss them into all spawn locations and pray. This works sometimes because as the waves go on the amount of time it takes for the infecteds to spawn in goes down exponentially. If you happen to miss some infecteds and you're getting piled on, run towards a rapidly inflating infected and sandwich it and you against a wall to trigger the game to spawn you in a set location as a failsafe to get you unstuck, this can help or hurt you, so make sure there are no infecteds in that area before you preform this. If done correctly it can give you some breathing room and get you away from a horde. 

Best of luck!

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I have a feeling you managed to do that on the bank map, if not, you found a good spot on the bus stop map.

I was trying to beat hard, on the bus stop map with a shotgun (which I used like a Winchester), my problem usually comes with killing the blimp fast enough, 

The game slows down before I finish my task. 

I tried to use smoke grenades, but with the amount of enemies, i lost accuracy and missed some spots. 

Thanks for your advice!

edit: In the end, I finally manage to get it.

In some parts of the wave 10, I got a constant 4 fps...

My strategy was the same one used in Doom. Run around the object.

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That is correct! I did it on the bank! It's useful to have 2 exits lead to the same area so you can cover the area with just a single well placed smoke grenade. I'm sorry I failed to add that I used the AR, congratulations on completing hard! If you ever attempt this again, I highly recommend the AR since it can pop infecteds in only a few seconds and eliminate them (that is, make them float and no longer damage you) with only one dart of the 50 it spews in a single given second, by waving your cursor back and forth at a large cluster of infecteds it can eliminate them all with ease.

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This game has been great so far tho I wonder if it'd be possible for there to be a non popping mode, and for the ass to inflate as much as the breast and belly. 

1. Ok so after playing the hot fix found out that the game over screen no longer gives shows you floating away and just freezes till it gives you the option to play again or main menu. 

2. I don't know if thus was intentional but the option to reload the AR is gone and you can't reload mid match either so I wad just left with the pistol. 

so for the pop machine and the charm they both for some reason are being odd to me the pop machine just instant ends my rounds instead of damaging me and the charm doesn't do anything due to that happening other then that i like the changes

Yes, the way a round ends is with the final carbon-pop which is suppoused to pop the player to finish a run and count as a victory. Unless you're saying that every carbon-pop eliminates you then yeah - gonna have to fix that somehow

like the first one i get is basically what you said for the final one which is odd for the starting carbon-pop to act like the final which i don't know how it start on the original release it start out normal then bugged to the ender pop

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Game is absolutely perfect; wouldn't change a thing. I'd request a mode where we *don't* pop, but instead float around, getting bigger and bigger, until we get bored and exit/restart.

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Are you open for help?

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boobies

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A fun idea is maybe an update to add more to the game? Know it's a small team, but it will be fun

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Funny if there was a level editor

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