Next up
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
Last month I reworked and reordered all the settings and accessibility sections in the pause menu.
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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
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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!
IT'S FINALLY HERE!
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!
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
@Miles_Games is a Jolter to Watch! They post great game dev updates about the holiday-themed platformer TEAM SLAY-BELLS! Follow them before the quest ends on December 24 and you'll get Coins!
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!
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