Next up
I added a very small frame-pause when player does critical hits and when an enemy dies.
Also added a hit vfx on player (I just noticed the player never had one)
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Wishlist Mainasutto now on Steam!
Completely reworked how player jump and fall velocity/acceleration works, so the player is now more precise.
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Wishlist Mainasutto now on Steam!
https://store.steampowered.com/app/2580170 Or Join the Discord Community to get weekly updates! https://www.mainasutto.com/discord
This has been in the backlog since the first devbuild, but I finally fixed the depth issues with the ceiling decorations in the cavern scenes.
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Wishlist Mainasutto now on Steam!
FUNDRAISER LIVESTREAM #SaveJim
An error I made in the last builds was to add too much blur to a pixel art game (FOD filter, on-hit, foreground decorations, etc).
Those blurs are now optional in the settings.
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Wishlist Mainasutto now on Steam!
@JerielBonilla wanted Symphony Of The Night. Well, there ya go! 😁 #Castlevania #WiseDrums
Working in late Act 0 content and finally replaced the corruption barrier sprites!
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Wishlist Mainasutto now on Steam!
https://store.steampowered.com/app/2580170 Or Join the Discord Community to get weekly updates! https://www.mainasutto.com/discord
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
After some feedback about "floaty" player movement, I've iterated by adding some dynamic fall recoil and making jumps stop more responsively.
Very inspired by Momodora RotM and Hollow Knight


















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