I'm working on Sound Options for the game & a few more things :)
Santa Kelly
wait a minute
After looking at the poll I made earlier, I've decided to use a slightly different version on the "lab" walls, the first design feels to "boxy". I will probably tweek it more later.
I'm also showing off some other stuff
BLEED, will continuously build up until it's full and it damages the player, can't be removed.
FILTH, will build up the more filth you touch, once full it will hurt the player, it can be removed.
Added the final status effect,
SALT.
When in contact with it, the debuff gets maxed and slowly goes away, while the player is affected their jump and movement will be reduced/slowed.
Regarding the encounter system/scene thing I've been working on for the Tall Hayami, I'm thinking of scraping it (or at least not use it fully).
I'll be honest and say the system I made for the scene/encounter is a mess to work with and that sucks
Want to try out the new stuff that I've added?
Head over to our Patreon and become a member. All FREE members get access to the playtest & all future playtests as well.
[link in article]
sped
Character Rooms
If you want to interact with the characters, you'll have to click on them.
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