dale_coop said:
Can't wait for that updated demo <3
Always so encouraging! What would we do without you, Dale!
I have posted an updated demo on the first page! I think this will be the final demo I post, unless some bug is found. I don't think there is anything else I'm adding that will change the beginning of the game. I hope you guys enjoy it!
Patch Notes:
-Enemies have separate hurt timer
-Fixed recoil that threw enemies behind you. (Recoil was comparing player weapon and enemy position, rather than player and enemy)
-Different enemies and enemy weapons deal different damage
-Different player attacks deal different damage
-Spin attack is now a base attack. (A different more area effect attack will be found later in the game)
-Sword can be used while invincible. (Combat feels more fluid)
-Idle objects now skip the tile collision completely. (This makes the game run faster with more objects on screen. But recoil won't happen when idle.)
-Changed how walk behind tiles behave (works a bit better)
-Changed HUD to compensate for overscan
-Changed text box to compensate for overscan
-Updated/added new music
-Updated text for better readability
-Restructured tilesets to allow for sharing of more tiles (You wont see much of a difference in the demo)
-Restructured objects allowing for more objects
-Added a shop to purchase 4 items at a time. All items can be purchased in the demo. (Gems needed can be found)
-Fixed draw order of objects
-Pause menu now allows you to change equipped items and show what items are available.
Bugs:
Sometimes when you open a chest, it draws on top of the player. No idea why this is more apparent at times and at other times not.
Occasionally, if you find discover a hole under a bush and enter too quickly, the player sprite will corrupt. No idea why
Missing HUD tile. I THINK I HAVE FIXED THIS but who really can say anything is certain with the HUD.
Cheers!