BloatLand - A WarioLand Inspired WG Inflation Platformer (0.1.81) 3/16/2026

That is really weird yeah, I’ll mess around with it again and try to see if I can recreate and fix the bug. At least I have a better idea of where to start looking for the issue though, thanks for the help!

Oh my word I figured out the problem, this is so crazy. So it WAS a save file issue!! But if that was the case then the game should’ve crashed right?? Why did the game not freeze when encountering this error like it normally should?

Well apparently, the web version of the game doesn’t crash when it encounters an error, and just ignores the error and lets the game keep on running. This is why you couldn’t collect the star, you were probably using an old, incompatible save file, and the game was getting errors and skipping blocks of code because of it.

I suggest deleting the save file and starting a new one, you can do this in-game at the save select screen. This should fix the issue.

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I won’t lie, I am beginning to contemplate about not making web builds anymore. I really value the benefits of accessibility and no-download play, but I’m worried it may also be making troubleshooting and bug-fixing harder for me to deal with.

I’ll think on it a bit. If people are not too opposed to it, I may quit doing web builds in the future and just stick to a downloadable executable, so that’s one less thing I have to keep an eye on.

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that is an INSANE web-exclusive bug honestly, and it makes sense why I didn’t have any issues after that since I made a new save file after doing the bugged tutorial. Well, besides immediately running into the minecart softlock, but that was entirely unrelated.

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i think a web build is kinda unnecessary

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probably should; its one less thing to worry about.

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Heya, I’ve gotten a little busier so I haven’t had as much time to work on the project, but I feel like I’m getting some good stuff done.

I’ve been doing getting a lot done with menus. The level select, pause screen, results screen, and cutscenes have been coded, so now it’s starting to feel a little more like a game. I feel like these additions will help a little with getting the idea across of what the game is like, as you can see what levels and acts are unlocked, which acts you’ve completed, and other lesser collectables.
It doesn’t sound like a lot, but it’s good progress getting all of that sort of stuff programmed and functioning.

I also started fiddling with putting sound effects into the game, but I wasn’t really liking some of the sfx I had. I haven’t mess with it much but I’m gonna mess around more with this website called “jsfxr” and see what I can make from it. I’m a little worried about if the retro sounds will clash with the more realistic expansion sfx I purchased, but I guess we’ll see.
(Doing sound design is so time consuming) >~>

I was debating on whether to upload an update today or not, since I feel the additional gui does help the game a lot. However, with the trip up doing sfx today and me already having a very short weekend, I decided not to, I’ll just wait until next week or something.

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If it ends up sounding weird to you, try running a sample rate reduction on your realistic samples. Lots of plugins for this (I like Amigo Sampler, which is like $13, ymmv)

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I’ll definitely have to look into it (and by look into it I mean figure out how on earth to use plugins on linux), from what I’ve seen it looks lime the right tool for the job. Thanks for the pointer!

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Sorry for this update taking so long to come out, but version 0.1.81 is finally up. A lot of it is the addition of menus and special screens, which a feel like really wraps up the whole enter level, play level, beat level loop.

Update notes
  • The level select has been completely redone, with added menus and new navigation
  • A pause menu has been added to levels, having options and showing level progress
  • A results screen has been implemented, which is shown after beating an act
  • Finished up Googals base sprites
  • Drew a few new collectible sprites, and gave all collectible sprites a slight bobbing animation
  • Slapped some sound effects to Googals base form
  • Reworked Googals KO
  • Tweaked the puffer fish enemy to be less janky
  • Tweaked doors to behave differently
  • Added a credits button to the title screen

I hope the addition of these menus and screens help telegraph important information that wasn’t really present previously, the game definitely needed it for a while now.

I didn’t go add too many sound effects, since I wasn’t sure if I was doing a good job and really wanted to get peoples feedback on the few sfx I added.

Also I’m already thinking about reworking the final area in the waterfall section, I kinda feel like it needs to be more connected with the rest of the level, maybe I’ll look into that. If I didn’t keep adding these changes on top of what I already gotta do then progress would probably be going by a little quicker, but every time I’ve spent the extra time to redo something, it was generally for the better. So I’m not too worried about it.

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I’ve kinda been all over the place, so making progress has been a little slow, I’m slowly getting there though.
I’ve rearranged the waterfall portion of the autumn level to flow better, I think it’s an improvement but I still wanted to see what others thought. I thought about releasing a build now just for that, but ended up deciding not to when I didn’t get the time.

I’ve also added transition shaders, and I’m pretty happy with them! Even though most of the game is still using mockup assets, the shaders make everything feel a lot more seamless.

I’m glad that I’m getting to wrap up this sort of oddball stuff, but it definitely took a little longer than I hoped. I also still have some very daunting tasks like art and sound design that I need to tackle eventually, I feel like I am so close though, and that makes me excited.

Here’s a crummy Googal sketch for you all too.

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Traditional stuff always hits like a truck! Sneaky lil’ slugcat in the top right too.

Looking forward to the next update! Even the current assorted placeholder pieces are a treat to the eyes so I think it’ll be a heavy hitter when more finished visuals are in and some rooms get to really look their best. ESPECIALLY the mole boss I think that’s the thing I’m most hyped for in whatever update that drops. Cute, a fun introductory first boss battle, AND also you get to make them fatter so the full visual drop on that will just make me ecstatic.

No rush, though! Good stuff takes time, and people appreciate the work you’re putting into this as well as the transparency with your progress, so I’m pretty happy to be sitting here in the crowd seeing all of this get built up bit by bit.

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I love how traditional art looks so much, I wish I did it more but I don’t have the time sadly. :pensive_face:

I’m hoping to have an update out next week, I’m hoping to finish a little more art in time for it but we’ll see. I’m glad people are enjoying what art and mockups is present, makes me excited for when I get all of the art done and looking nice! I can’t wait to finish up the mole, he’s been stuck with mockups for a while >w>

I’m trying to take my time and not push myself, especially since I got super busy recently and I haven’t had as much free time and energy to work on it. I’m still enjoying working on the project and I’m glad for that. It’s really cool seeing people get invested even when it’s still in an early rough state, and it makes me eager to see the game through to a finished release!

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