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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