I do hear everyone's pain about the deflation minigame, and I am looking into changing it to work differently (possibly as a random timed button sequence) so it doesn't appear as buggy (though I've been prioritizing nailing down more fundamental gameplay aspects/systems first, which I'll explain why shortly). There is a bit of a fundamental issue with it in the design side that's not so trivial to fix and that is the fact that I don't want the deflation to be too easy to do straight away as I want the experience to be having to deal with the inflation as and when it comes, which being able to deflate too soon and/or too easily ends up working against, since you'd be able to too easily just deflate to only have to experience your favorite moveset without consequnce/risk. So because I've still been hammering away at fundamentals of the game's overall structure, I've decided to leave the deflation be (although partly because I keep forgetting about too because never feel the need to use it myself even in long sessions) until some parts of gameplay are figured out so I can properly slot in all the different ways to deflate without fear of them not fitting into the game (I am already getting pretty near to another milestone for that, so it hopefully wont be that much longer until I can properly address the deflation mechanics). I do understand that this isn't really the most satisfactory explanation on what's going on with the deflation minigame, but hopefully you'll understand a bit of why it's taken so long to fix ^^;