-Also added a fullscreen mode option to the settings menu, for better precision in gameplay.
Next up
Testing new graphics for main night level movement buttons, any suggestions or changes I should implement? (These new textures will not affect gameplay/hitboxes, they are purely visual.)
Made a hybrid view scrolling camera scheme, but with the actual mouse cursor instead of a mouse controlled movement-based object for fun. Used some in-engine calculations for movement detection, and used the Power System Object extension for moving mouse.
Found some unused audio files in the game's files, and compiled what I found into a video. Enjoy!!! :)
🧸
The teeth used by a poopy-eating bucket helmet... Terrifying. So this is what an HDR Kick Bucket Cross' teeth would look like...
Old friendly face
Is there anything mechanics/gameplay wise I should potentially update the game or make an actual guide to explain? Anything unclear with instructions and experimenting doesn't work? Leave comments below to inform me about issues, I want game to be gud!
If you know, you know.
WE ARE SO FROOTING BACK!!! 💖💖💖💖💖💖💖🍎🍎🍎🍎🍎
FleshBound | Gameplay
2.1.0 Rebalancing patch (mainly affects hard mode) Makes hard mode easier in some spots, and harder with main night level specifically introduced characters. Should be more fun to play.













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