I want to start this devlog by thanking all of you for trying out the demo and giving me tons of feedbacks!
I’ve sanded down a few rough edges that you guys pointed out:
A few difficult levels have been refined (not necessarily to make them easier, but rather to make them feel rewarding instead of punishing).
Respawn animation has been shortened.
A confirmation prompt when overriding the new save has been added.
Every respawn now gives you the opportunity to “perfect cycle” the obstacle without waiting.
But that’s not all! The theme of this update is the input system. I’ve completely changed the way inputs are received by the game, this enables support for a bunch of new controllers, PS4/5 and Switch pro controllers are now properly supported! This also comes with a menu to rebind gamepad and keyboard keys. Pretty exciting!
Last thing on the list today, I started keeping track of improvements and bug fixes in a CHANGELOG. It’s not perfect yet (a few items are missing) but hopefully, I’ll get better at this over time. Here it is for the CHANGELOG nerds out there:
v0.1.4
Improvements:
Keyboard rebind UI.
Ingame buttons display the correct icon depending on the binded key.
Better display of tutorial prompts.
Improved frustrating respawn points to allow a “perfect” cycle on every respawn.
Refined level design in the tree level.
Bug fix:
Fix Switch UI back button.
Fix rebind menu and back/menu buttons for PS4/Switch.
v0.1.3
Improvements:
Confirmation prompt on new game button if overriding previous save file.
New input system = PS4/5 and Switch pro controller are now supported.
Cursor visibility off when detecting gamepad.
Reduce death animation length.
Swap UI arrow rotation.
Gamepad rebind UI.
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