Next up
Last month I reworked and reordered all the settings and accessibility sections in the pause menu.
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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
I'm reworking the whole initial sequence reducing the text to minimum and making it more visual.
For now, have a few seconds of the new initial cutscene.
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Wishlist Mainasutto now on Steam!
Here's more incredible art that Jolters made for #GameJoltColors25!
There's still time for YOU to enter!
Artists and posts linked 🔽
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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Wishlist Mainasutto now on Steam!
Here's GREAT art by your fellow Jolters as part of #GameJoltColors25!
Artists are tagged 🔽 Be sure to like their original posts!
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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Wishlist Mainasutto now on Steam!
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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Wishlist Mainasutto now on Steam!
This week's #FanArtFriday celebrates Story of Seasons / Harvest Moon! Accept the quest in your quest log to get started.
Added a very subtle detail, but now there are multiple parallax layers of particles, so the particles are moving at different speeds in the camera depending on depth!
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Wishlist Mainasutto now on Steam!
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