Game
Nandro - Death Stealer
9 years ago

Nandro - Death Stealer - V1.1 Out Today!


Hey folks, Nandro - Death Stealer is getting its 1.1 update finally!

After some feedback since the initial gamejam I realized there was a few bugs to fix here and there, and I decided I’ll crank out a few updates for the game in the coming weeks, including some restoration of cut content.

Within the hour of posting this, the 1.1 update should be available and I will also be removing the test-builds from before 1.0 as they are obsolete now.

In the coming weeks I’ll be implementing a 1.2 update with restored content and hopefully more optimization and bugfixes. I intend to look into giving some resolution options since at the moment the game is rigged to run GameBoy Resolution x3, but I’d like to offer x2 and x4 as well. Unfortunately I don’t intend to allow fullscreen in the future again because of the original limits of the game which was the whole point of it being in the gameboy gamejam.

Until then, on behalf of those of us who made Nandro - Death Stealer, we appreciate every follower and every download, and we appreciate feedback!

Here is a list of changes in 1.1:

  • Added logic to undo Fullscreen Toggles (This is not how the game was intended to play since most screens are 16:9 and it is emulating an upscaled Gameboy resolution which isn’t 16:9 or even 4:3)

  • Added forced Vsync to tackle excessive screen-tearing.

  • Amended player attack timers in the background for smaller windows for attacking.

  • Reduced enemy-AI’s detection logic to balance out jumping and AI movement.

  • Changed rendering style of the tutorial text to be point-renderred to feel more in-sync with the graphics.

  • Changed rendering for certain game components, game has a significantly lower CPU footprint, so lower-spec PCs will have a better time with the game.

  • Boss Fight improved for more jump-delay.

  • Boss Fight extended delay between attacks slightly to reduce shuriken-spam.

  • Boss Fight added an extra second to the delay before End-Credits to offset early-skipping on the level.

  • Boss Fight Reduced Jump Height to stop the boss just resting on the roof for a period of time.

  • Bugfixes in Boss Fight Shuriken-Attacks.

  • End-Credits extended cutoff timer to alleviate music cutting out.

Known Bugs:

  • Player Attacks appear to flicker off before they are finished. They appear to still be an improvement over V1.0

  • Enemies Death-Animations still appear to be moving. Will be fixed in the next update.

  • Some sprites at the end of Level 1-1 are in the wrong order. Will be fixed in the next update.



0 comments

Loading...

Next up

This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

Just a Pico sprite

I-Buki

Mio-Da!

Ibuki Mioda!

Back in my art school days I used to ride the 710 COPSA line from Parque Del Plata to Montevideo almost everyday. This is the Marcopolo Viaggio G4 Mercedes Benz model from the late 80s, one of the older bus models that was running on the line.

A Shiny Mega Gengar 🌟 For @ManutkArt 's #ThreeColorsChallenge!

Out of boredom and curiosity, I coded Sailor Jupiter's Argentine Backbreaker.

Double Rainbow!!!

Hi all, Quick update with a bunch of fixes and changes.

Updated save system, optimisation and screen tear fixes, a new shoutout room and more sounds.

Don't forget to follow the kickstarter going live on the 20th! https://www.kickstarter.com/projects/9fingergames/zapling-bygone

Enjoy!