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
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.
---
Wishlist Mainasutto now on Steam!
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)
---
Wishlist Mainasutto now on Steam!
Working on more visual representations for tutorial purposes!
---
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
Added a very subtle detail, but now there are multiple parallax layers of particles, so the particles are moving at different speeds in the camera depending on depth!
---
Wishlist Mainasutto now on Steam!
IT'S FINALLY HERE!
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.
---
Wishlist Mainasutto now on Steam!
0 comments