You must be 18+ to view this content

Foxy Misfortunes may contain content you must be 18+ to view.

Are you 18 years of age or older?

or Return to itch.io

Version 1.6.422 - New playable character: Suirrly!


Earn 1500 (750 on Android) points as Wolfy to unlock Squirrly!

She has two new big features:

  1. Squirrly can move in dashes - this is very quick, but requires “resting” (standing still) for a second before being able to dash again. Requires to catch rhythm to take advantage of her speed.
  2. When her bullets explode they kill the enemy directly hit and freeze all opponents nearby for a short time. Frozen enemies move at half speed. Squirrly also freezes all opponents on the map for a few seconds when loses clothes.

Apart from that she has 6 hit-points instead of regular 4 and adds a brief speed boost every shot.

Full changelog:

  • New character - Squirrly with her story, assets and game mechanics.
  • Fix bullets animations
  • Better “character report” - includes all important values; Resign from percents to seconds (of mana regeneration)
  • Fix UI to handle characters with different max hit-points
  • Some assets for new upcoming characters and enemies
  • Re-export “New character unlocked” music track
  • Rebalance rewards for Wolfy (reduce them significantly, still higher than for Cheety)

Files

foxy-misfortunes-1.6.422-android-release.apk 19 MB
Nov 22, 2021
foxy-misfortunes-1.6.422-linux-x86_64.tar.gz 16 MB
Nov 22, 2021
foxy-misfortunes-1.6.422-win32-i386.zip 16 MB
Nov 22, 2021
foxy-misfortunes-1.6.422-win64-x86_64.zip 16 MB
Nov 22, 2021

Get Foxy Misfortunes

Comments

Log in with itch.io to leave a comment.

(+1)

Not sure how I feel about this one. Story seems decent thought a little long, I like the idea of the visual design and what you were going for though it...just doesn't look right for some reason, The power is cool though it's not to useful. It's a lot of mixed feelings about a lot of things. The dash mechanic is pretty cool, though I would like it if Squirly moved slower while dashing so you don't run into enemies that much but also for the dash to last longer. Aside from that, the game still feels pretty slow. I would like it if the spawn rates of enemies would continue to increase along with the spawn rate of coins and power ups, just to make the game ramp up more and so it does end.

(1 edit) (+1)

Very good observations, thank you! I’ll think what I can do here.

just doesn’t look right for some reason

Yeah, for me too. But I tried like a dozen of different eyes style and they all look weird and out-of-style. Maybe there’s simply something more to that than just the eyes? The face is too cartoonish compared to more anatomical body. Not sure.

moved slower while dashing so you don’t run into enemies that much but also for the dash to last longer

I tried that when balancing her, and it becomes a bit more random this way. Shorter dash is like 1-2-stop-1-2-move-1-2-stop-1-2-move (like waltzing :))… When I increased dash to 2 seconds I just never know when to move and when to stop without looking at the dash meter. And if I decrease dash speed it becomes significantly less useful - now the average speed is (if hitting the rhythm right) around 2.5 (between Foxy’s 2.0 and Cheety’s 2.7), reducing it below that just doesn’t make much sense to me, though I agree that it’s hard to control the character at such speed. Maybe I will eventually come up with some better balance?

the spawn rates of enemies would continue to increase along with the spawn rate of coins and power ups

On a small scale I can balance that, however, the max spawn rate for enemies is limited by “how much mana can the character regenerate” that means - how many powerups are on the gameplay field, which has its reasonable limits.

I’ll try to increase the initial spawns. Though a more interesting solution will hopefully come from the next two characters that would feature actual area damage and thus will add “multipliers” to enemies spawns (i.e. not just increase them by 15%, but double-tripple the quantity).

Still I’ll try to play with “difficulty curve” to make the game end quicker. That indeed makes perfect sense.

Story seems decent thought a little long

Absolutely agree here. I was trying hard to shorten it as much as I could, but it’s still way too long and I know that :D. I need to take my mind a bit off it, so that I’ll see more clearly what secondary parts can be cut down without harming the whole narrative.

Luckily it went much better for the next character (the story is almost ready and I already started painting her) and seems like the “wall of text” for the last girl though huge now, can easily be cropped to a reasonable minimum.