If you don't wanna get spoiled about whats coming next, don't watch this.
This shows what fighting will be like in the 2nd half (?) of the game. It's still glitchy and buggy.
One important element of good fighting is how aggressive the enemies are. If you just make them all chase you, you will just keep running backwards away from everything. Not fun. It should rather be motivating for you to chase them. So I try to find a good balance between them waiting at a distance and throwing stuff at you and them sometimes attacking you.
In this video they are still a bit too aggressive I think. I'm too much on the defensive side.
With the much stronger enemies (they will get enabled by winning the boss fight btw) I can finally give you a lot more weapon upgrades again. I was a bit worried about what to put in all the chests. But now I have a huge lists of upgrades coming. You will also get to destroy stone graves soon. And since the sword is really useless for fighting, I will give you extra big sword upgrades, so it's worth taking the risk.
I worked on the boss fight, making it stand out more, have the world go dark for a moment etc. You can tell he is using the stomp attack way too much (like all the time...). I have some more balancing to do.
Today's update brought a new button tutorial system. This basically shows the buttons that are actually binded to a certain ability, whenever I want it to. You cannot set controls yet yourself, but once you can, this system is already there and shows the correct keys. It also can see if you're using gamepad or mouse/keyboard and shows the approriate keys. All new abilities and the tutorial at the start use this system to show you the necessary buttons until you actually solved the situation.
In the starting tutorial I replaced the last "puzzle" with something new. The last part required you to carry a stone and use that as a ladder to get up. Which is a mechanic that is NEVER used in the entire game after that. That part of the tutorial is only supposed to show you that you can carry certain items around with the "use" button. So the new tutorial does just that and only requires you to put the stone onto a button which then opens a door.
You might have noticed that in the new region I spawn a shitload of enemies and throw them at you, but you just kill em within seconds with a few combos. As satisfying as it is to kill so many enemies at once with a combo, I'm now starting to create new enemy types. They will have different behaviours and take lot more damage. I'm thinking 200+ (the current ones have 20-60). So you will actually have to focus on combat again and can't just flip even the biggest army away as if it's an annoying fly. Of course it's also part of the game design that I reward you this way, so you can actually combo-kill entire armies. But just at the right moment, I hope, I will introduce new challenges.
I also might make the part after the purple crystal much longer. It's really short at the moment and ties back into the battery puzzle part before pretty quickly.
In the battery puzzle region you might notice a lot of empty spaces. I left them on purpose, because I learned in the previous parts that I often want to cram in another puzzle or secret but then I have no more room. So this time I just left a lot of room and I have a few things in mind that I will put there.
Thanks for testing guys. You help me so much finding so many bugs!
- Added tutorial button system, showing the actual buttons to be used for a new item - Fixed ball hack that shot you far up in the air - Added some more guidance to red crystal region - Small changes and improvements everywhere
- Fixed wrong ways to solve new puzzles - Fixed wrong highlight when looking at NPC (only hat was highlighted) - Big objects now get transparent when you carry them - Replaced stone climbing part at the end of the tutorial with "put stone on button" - Health cannot be pulled with the beam any longer - Added 0.2s coyote time for the first jump (google if you don't know what that means) - Fixed that mage could not be damaged with gun's altfire - Fixed Boss' buggy dying animation
- Added new region behind the purple crystal (30-90mins of new gameplay) - Reworked entire force beam mechanics - Added tutorial guide under the purple crystal for the beam - Force cube cooldown reduced to 1s - Changed region near blueville - Reworked jumping code - Forcebeam pulling reduces your remaining jumps now - If you highlight a usable actor, the entire actor gets highlighted now, not just a little part of it - Fixed Mouse Invert not working - Added new secret chests - Fixed non working achievements (I hope...) - Fixed lots of small things
- Fixes bug where you cannot press buttons when a coin is nearby - Made all buttons that are for respawning an object white (instead of red) - Added new chest with new upgrade - Added new elements in the map to be used with the Force Beam - Performance improvements - Fixed that you can camp on the ballista during boss fight - Fixed that boss respawns after been beaten, if you die after beating him - Fixed warrior having wrong head rotation when he tries to look at you - About 20 small changes (gameplay improvements, making ugly things prettier...)
Edit: I screwed up the new achievements, they don't work anymore. Will fix next update!
- Polished new puzzles (made stuff clearer, made stuff easier usable, added elements for higher complexity...) - Fixed major performance problems, especially near Red Town - New ground textures - Added 7 Achievements - Prevent RMB-spam on Force-Beam - EA-Ending button teleports you to top of Purple crystal (not Red Town anymore) - Force-Beam can be climed at a much steeper angle now - Fixed lots of small bugs
- Made grass less dense, much better performance in grass regions possible - Fixed electricity sometimes not reacting to metallic objects - Fixed water not splashing for all objects touching it - Fixed out of bounds opportunity - Fixed Jumppad being turned on by default that should be off - Replaced fast travel system between Desert2 and Red-Tower Region with green pipes - Battery can now also be reset when it's in a socket - Misc changes
- Adds a new region and hours of gameplay (depending on how quickly you are able to solve the puzzles...) - Force cube now shows in HUD when it can't and can be used and plays a sound when it's ready again - Changed the way the force cube is oriented when it spawns - Multijumps no longer reset on a forcecube in midair - Fixed a lot of out of bounds opportunities - Float buckle doesn't work through walls anymore, you need to actually see the object now - Changed look of buckle beam slightly, you might find out why - Misc fixes and changes everywhere