--------------------------------Poyo---------------------------------- WASD to move in overworld, Space to jump, Click/M to inhale, Space to advance text boxes - RPG battles unfinished - Story unfinished - No minigames yet ...and I need to make tilesets and stuff ...and I kinda want to make an actual day/night cycle Spitting enemies is currently jank and unfinished, but once the rpg battles are implemented this probably won't matter. I'm thinking about trying something that lets you move objects by inhaling them though. -------------------------Update History---------------------------- Alpha 1.3 (coming "soon") I'm probably going to switch to a pen rendering system instead of using clones (this will make textboxes, HUD, etc. way easier to do). I might tweak the way the titlescreen menus work to make it more sophisticated and organized, and i'll have to start making the RPG battle engine. My current plan is to do something kinda like Fire Emblem but moving units is a platformer, mixed with a few Undertale elements and the ability to have enemies join your team via a pacifist route. In the future you'll likely have the option to freely build and customize each Kirbo by giving them different copy abilities and customizing their skills. If you have any ideas/requests, please leave a comment! Alpha 1.2 Added control rebinding, updated settings menu, fixed the overworld's scrolling backgrounds on turbowarp widescreen, updated the sprites for goombas, super mushrooms and invincibility candy, added warp doors, and fixed crouch jumping (you used to not be able to un-crouch mid air, which was a band-aid fix for a bug that let you clip through ceilings). Alpha 1.1 Added inhale mechanics, invincibility candy, improved level transitions on the overworld, overhauled titlescreen visuals, and fixed flight momentum (speed used to not decrease while not holding a direction).
Try playing it in Turbowarp! https://turbowarp.org/575425475 @griffpatch is epic yay tile scroll Kirbo sprites by me and hold "q" when you die