Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The game controls well, with some somewhat buggy interactions like being able to float by using the pump or move through walls. Those can actually be used to your advantage since some older games had plenty of quirks like those in them. I feel like you should be able to use the inflated enemies for something, either rolling them or jumping on them perhaps?

The characters are neat, but the background is a bit too clashingly bright on the eyes. The inflation, deflation, and explosion animations are very nicely done! Sound effects are usually an important part of inflation themed games, adding a few rubbery noises could dramatize the action. The original soundtrack fits the tone of the game really well and I was surprised by how varied the title screen loop becomes if you stay on it too long!

(+1)

Thank you for your kind words. 💙 Choosing colors with the Sega Master System palette is a bit of a challenge - it’s all pure saturated 3-bit RGB.

And definitely, there needs to be sound effects! The SMS sound chip has two kinds of noise generators, there’s plenty of options available. I’ve been getting more experience with chip-tune arranging. Ragtime is especially good: public domain, simple melodies, and lots of variations to fill out the time.

I have pondered that maybe inflated enemies could be manipulated. 🤔 I didn’t want to be too much like Klonoa. Here’s hoping I get to revisit this soon!

I think you can harmonize fully saturated colors too, it's more about the distance that they are apart that makes them clash. Pip's nose color in the background will look milder even though it's just as saturated as the dark blue, but it's closer in tone to the green ground. I always try to avoid using maxed out RGB and CMY colors as fills, they have too strong of a visual impact. People had ray-tube televisions back in the day of the Sega Master System and the colors got washed out by how they were displayed and the distance that players sat from the screen. What we see on our modern monitors is very different from what highly saturated colors used to look like.