Major Changes (see changelog.txt for more details):
- Tweaked the final stage of level 5
- Technical improvements
Major Changes (see changelog.txt for more details):
- Tweaked the final stage of level 5
- Technical improvements
I added an animation and sound effect when the player collects the heal-up drop. In the lore, this flower is going to be Hensen's favorite food which is why the sound effect is a crunch like he's bitten into something.
It's unfinished but the backbone of "The Garden" is now visible in the main scene! I want to add a lot more to this backdrop later today and over the coming week.
The new heal-up drop in Hensen Hopper. May not be a cameo of something in one of my earlier games like I may or may not have directly stated I was going to make it in a post I made the other day.
I have two things to show off!!! Firstly, the hints system is now (in enough of a sense for the beta build-out at least) functional, and, secondly, I tweaked the honey-bullet sounds a bit to try to make attacking the enemies more satisfying.
Working on getting the itch page for Hensen Hopper set up which means creating a separate cover image for the game on itch (different aspect ratio there). I want to publish that with first beta build of the game so I DO need to get a move on with it.
I don't know how well you can see it in this video, but I've coded a dashing mechanic for Hensen Hopper! I plan to have dashing consume a "dash charge," a kind of ammo you can get as you play in the form of enemy drops.
I've gotten the defeat animation for the enemies in this game working! Next thing I need is a good sound to complete the effect. I quite like this animation as-is but I'll probably tweak it post-beta. The first beta should be out by new years day!
I'm working on implementing Game Jolt's API with Deathly Descent, allowing me to, among other things, add trophies! I will have this update ready later this week! In the mean time, any suggestions/criticisms?
It's kinda incredible how much simply changing the text font(s) will, by itself, complete the aesthetic of a game, especially in the menus.
I love TextMesh Pro so much!
Very small change, but I added a darker-green border to the edge where the grass meets the dirt. I think this gives a bit more definition to the transition between the two zones.
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