(Attempted to) Fix a soft lock in the Hide and Seek segment if Koros caught you exactly when you leave
Tried to remove the dependency on Vulkan to allow better range for people running the game
Allowed non-integer scaling for a better full screen (my eyes can't tell the difference, and undertale seems to do it too, let me know if it makes anything look weird)
Added some difficulty crutches to Lampart's fight just in case Kanako's magic bar was too weird for solving the fight
Minor Y-sort problems (Spear racks could be overlapped from above, and Kanako sometimes clipped through the tileset when she enters the window)
Next up
Finally killed a narrative monster in-engine today
Made a new banner. Ran one playtest for the location. It should be done and dusted. On to the next location.
August Devlog 2 - Feedback has mostly converged on a couple of trends, and it's time to talk about what comes next.
Undertale Promise's Demo is releasing tomorrow (15 August) at 6pm UTC+1!
September Devlog - Probably not updating the demo anymore, going to start work on the kill route
3 more days to the release of Undertale Promise's Demo!
October Devlog - No, there's no reason why the banner is more rendered than usual
April Devlog - Milestone Reached
June Devlog - Just an update
August Devlog - Unlike what I've planned before, I'm going to aim to release a public demo next week.











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