Numbers (and Updates?)



Some game details for those who might care:

  • Mint HP: 600 / 500 / 600 / 800 / 800 -- 3300 total.
  • Mimi's hitbox is 2x2 px, on her belt, and is highlighted in light blue while focused.
  • Bullet hitboxes are generally 1 px; I believe the patterns in this game are not dense enough for this to matter.
    • The WAN! bullets of course are bigger, 13x13 px, which should span the main portion of the sprite.
  • Mint and La Creatura will not damage on collision.
    • Never got around to this, and with all the bullets flying around it doesn't seem important.
  • Phases time out at 150 100 seconds.

arsenal

  • Feathers inflict 1 damage and score 1 point.  They are fired in threes every 6 frames (10 Hz) focused, or every 8  frames (7.5 Hz) unfocused.
  • Eggs inflict 6 damage and score 9 points.  This is to vaguely resemble the awful milking strategy in the original game.  Eggs are launched in threes every 60 frames (1 Hz).
    • I wanted it to be possible to mix eggs with focused shot to deal increased DPS, but I'm not sure if that can be accomplished with the current numbers.
    • Why fire in threes? Because it's Mimi.
  • Bomb swipe deals 35 damage, or 100 damage on contact, and grant NO points.
    • Bombs are normally two swipes, but a third bomb swipe is granted for deathbombs or on the last life in Strong mode.
    • The bomb state also grants 150 frames (2.5 sec) of invulnerability.

I did not implement the 10% shot damage bonus for last life, opting to avoid floating point calculations for HP.

bonus

  • Blood orb bonus items are spawned by bullets cancelled by bomb swipe or phase change, and are 10 points each.
  • Life bonus at end of game is 1500 points for no miss, or 1000 / miss count.
    • This bonus is not granted if the game session did not start at the first phase.
  • There are 21 Mint quotes.
    • The game tracks the past two used quotes to reduce repitition, though it doesn't reroll, it just replaces the duplicate with a relatively neutral "Oomfie ... ?"
  • There are 5 permutations of the menu background.
  • The powerup (P) items dropped on-hit are purely cosmetic.
  • The spellcard (S) items dropped between phases are identical to the blood orb items and do nothing special.  However, they are added as a notice to the player that spellcard power is restored between phases in Normal mode.

updates

For my own sanity I'm leaving this project alone for a bit, but I might make some updates in the future if I find any code tokens under the couch:

  • Revise the first phase (circles + snow) in Normal mode - The alternating circle pattern is a bit TOO dense for extremely new players, who can get walled out immediately.  An average player should be able to last at least 10-15 seconds before getting asploded.
  • Revise the fourth phase (WAN WAN shotgun) in Normal mode - This phase also seems to be a massive wall for players, and the difficulty parameters probably don't work as intended.
  • Formally implement GAME OVER in Strong mode + bypass - It is strange for the "harder" Strong mode to be easier to clear than the "normal" (pointdevice) mode simply because one lets you facetank through the game while the other enforces perfect play.

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