Game
Swordswinger
2 years ago

Early Access 1.2.5 is out


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Version 1.2.5 is now available to play.

Quite a lot has changed...

  • Made the player collision smaller and adjusted some other collision boxes. Tighter dodges are now possible, but collectibles are still easy to grab

  • Added a queue for the player's animations. The game remembers when you hit a button in the middle of an animation and performs the desired action after it finishes, making the controls far more responsive

  • Changed the way knockback works. It functions similarly for most enemies, but now looks far less jarring when it's stronger than default

  • Tutorial and world tracks are now preloaded in the title screen, should eliminate the awkward silence

  • Closed trapdoors aren't detected as a ledge anymore while attacking

  • After climbing up a l̶͍a͚͚̟̞͢d̺͎̗͉͈̞͎̰d̫̙ͅe̡͓̞r͈͇̙̞̼̗, using up arrow and X to perform a vertical attack is intentionally disabled for a short time to prevent headaches from attacking in the wrong direction. Pressing S still works as usual

  • Pressing R in the title screen initiates speedrun mode, which displays a timer in the levels and allows you to quickly restart a chapter by pressing R again. This feature is experimental

  • Internally added 46 Gamejolt trophies, but they're not obtainable until the final boss battle is done

  • Fixed visual glitches like jittering, stretching or random rows of pixels missing on the screen while on moving platforms

  • Made the player attack hitbox linger for a little bit longer and adjusted its width

  • Using active items can't lower the score to negative values anymore

  • Tweaked the speed of player character to make him easier to control. Enemy speed has been adjusted accordingly

  • Added proper gamepad support with adjustable movement speed (try analog stick)

  • Added a little dust animation when dashing to give you a better idea of the dash range

  • Changed the lever sprites so that they're more noticeable and it's more clear whether you flipped them already or not

  • Made small adjustments to the attack animations of the player and knight enemies

  • Axe throwers can't turn around until they finish their attack animation anymore

  • Wall spiders don't deal contact damage anymore

  • Shield guys now work as intended when they corner you instead of clipping you to the backrooms

  • Shield guys can now be attacked with active items and are vulnerable to piercing damage (wand, bomb)

  • Adjusted the sprites and attack pattern of elite knights

  • Completely redone the boss from the Ancient Walls chapter

  • Bomb active item is now dropped in a correct position on use and can't be clipped through walls

  • Dash granted by the feather active item now reaches further

  • Updated the visuals of the world map to make locations more unique

  • Adjusted the prices for the upgrades again, now it's somewhere in between

  • Once again reworked many levels to get rid of the jarring difficulty spikes

  • Fixed some oversights in the levels (wrong drops from enemies, some levels not playing the intended music etc.)

  • Split some very long late game levels into two smaller ones so that there's more checkpoints

  • Added whole new levels with unique enemies in the late game (lost count)

  • World map layout has changed as always, but note that it is only temporary and the final version will differ


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Some of the endgame is already done, but I chose to keep it inaccessible in the early access until you can properly progress through it (still have to do levels in between).

GL HF, see you in a few months presumably


Edit: Reuploaded the patch because I accidentally broke spike traps, they now work as intended again

Edit 2: There's a bunch of other bugs that were found and are going to be fixed in future versions:

-Jumping at a bomb guy exactly at the moment he notices you will cause you to clip through the floor due to wonky collision during his animation, very rare

-Circling platforms sometimes display in seemingly random places on levels, already found the cause so consider it fixed

-Pushing statues causes them to jitter, very easy fix



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Next up

Ohh

Something

Maybe this should have been in the game from the beginning but those guys have telegraphed attacks now. Soon I'm going to release another patch, focused mainly on the early game.

A pretty big update is coming very soon (hopefully).

As a teaser, a new soundtrack is now available. Check out "Land"!

EDIT: forgot to mention I'm not going to use the tweaked torches sorry bros

Dropping an update soon

I changed the torch glow to actually respect the game's color palette, the effect turned out pretty intense though. Is this better?

The guardians grow stronger...

(no sound because this was meant to be a gif)

Updated the gifs in the description so they show the game's current state, also more early levels are being reworked

The upcoming update is going to include an extended tutorial level and a small rework to the first level after it. The plague doctor is still on that platform.

Only one thing left to do...