All Posts in Castlevania
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I added a very small frame-pause when player does critical hits and when an enemy dies.
Also added a hit vfx on player (I just noticed the player never had one)
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This has been in the backlog since the first devbuild, but I finally fixed the depth issues with the ceiling decorations in the cavern scenes.
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After some feedback about "floaty" player movement, I've iterated by adding some dynamic fall recoil and making jumps stop more responsively.
Very inspired by Momodora RotM and Hollow Knight
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Last month I added a small label to the save animation, and also changed the in-game cursor so it can be more visible now!
I also learned how to zoom videos in my clip editor.
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An error I made in the last builds was to add too much blur to a pixel art game (FOD filter, on-hit, foreground decorations, etc).
Those blurs are now optional in the settings.
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Last month I reworked and reordered all the settings and accessibility sections in the pause menu.
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Working in late Act 0 content and finally replaced the corruption barrier sprites!
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Changed the old hit collision vfx to be more dynamic and adaptable to the hit angle.
I think it would look much better now!
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So I finally reworked the "Souls" system. It works now similar to Castlevania AoS/DoS, but with some gameplay tweaks.
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Wishlist Mainasutto now on Steam!