flash ⚙ Ruffle (Rust Flash WASM) Web Arcade 60 FPS Verified

Interactive Pregnant Hero

★★★★★ 4.9

14.8k Players

Ruffle (Rust Flash WASM) (60 FPS)
Interactive Pregnant Hero Backdrop
AUDIO READY

Interactive Pregnant Hero

Click below to boot the 60 FPS WebAssembly emulator with on-screen virtual touch controls and gamepad support.

Gamepad API: Auto-Detect & Custom Remap Active Hotkeys: F5 Save â€ĸ F8 Load â€ĸ F11 Fullscreen

About Interactive Pregnant Hero (Flash Games)

Interactive Pregnant Hero is a classic release for Flash Games. Playable directly in your web browser without third-party plugins, this title runs at a locked 60 frames per second using client-side WebAssembly.

"A Note from https://herofallengrace.deviantart.com/:iconherofallengrace: I hope you guys enjoy the interactive, which is based off of a dream/Alternate Story for my OC I had many many moons ago, and I can't show enough appreciation to Barn-flakes for doing this. As to what happens at the end of the Interactive, I'll leave that up to your imaginations ^^ " Well, where to begin on this one? I guess since there's 4 different games here, I'll go through my notes one each one. Still, note that they all use the "turning wheel" mechanic. I had just learned how to do that and decided I wanted to put on my designer pants and see how many games I could make based on the same mechanic. One other thing I learned from this is that sometimes you have tyo scrap what you've done so far and start fresh, because what you've got is just bad Earth: The earth minigame was the first I created, and also the one that had the least changes (it's also the one that's most similar to Hero's dream, which specifically involved turning rings). In fact for a long time, I considered having it be the only game, as I found turning the baskets around to hit the fruit but not the seeds to be a lot of fun. That said, there were still a few changes in development, namely making the game much easier (slower seeds, spawning less frequently, scoring less points). This was largely due to me deciding to work with the philosophy of "easy isn't bad" this time around, and also due to the time limit that was added later on. That said though, testing was based on the average score I got when playing in the 30 second time frame, and while I knew what my average for earth was, I know, having coded it, it has the potential to be a great boon, provided luck is in your favour (sorry guys, the nature of random spawning sometimes means you just can't get them all). Water: Before I start talking about the water game itself, I'd like to talk about the waterfall in the background. I know it doesn't do anything and is easily forgotten about, but i put a decent amount of effort into making that (with help from a tutorial on this site. Note me if you'd like a link). Now for the water game. Getting the mechanics and such sorted turned out to be easy, and needed almost nomodification. However, I did spend a lot of time trying to get the water in the glasses to act like real water. As in, it will slosh around in there when it moves and always stay level. Ultimately though,every attempt I made at this failed, and I had to say myself "It's a fairly minor feature that most people probably wont notice anyway. especially since keeping the plank level needs plenty of attention". So I abandoned the idea, realising it was just not worth it. Fire: The fire game was probably the game most changed from its paper counterpart. In my design doc, hitting the bar with the flames would speed the rotation UP, rather than down. In testing however I found that avoiding heating the bars was so easy as to be a pointless mechanic. Also of note (and this is anpother thing that no one but me cares about) the game doesn't usecollisiondetection at all. Instead, it compares a variety of variables, which in my opinion makes it much more reliable. Air: This was one I didn't really know what to do with for a long time. I went through a lot of ideas (trying to play a flute, breaking wine glasses) but I found these ideas couldn't be implemented in a way I liked. Musical instruments and wine glasses seemed too "man-made" (and yes, I know about the metal and glass in fire and water respectively, but I see metal and glass being a more pure form of their more basic shape, also that it isn't the focus of the game itself). What's more, none of them really seemed to fit with the idea of turning the wheel, and I also found myself thinking "It's the element of air, not sound or music". So with a bit more brain storming, came the much more natural (to me at least) idea of helping flying birds.

Active Controller & Keyboard Bindings

Your custom bindings are saved automatically per console and work immediately inside the emulator.

Console Input Keyboard Key Gamepad Button In-Game Action Edit