Heya bunnies!
Today we're updating the demo with the latest Quality of Life improvements we worked on for the full game! Hope you'll like those!
Inputs
- Prevent dialogue skipping with movement keys
- Sometimes players would inadvertedly skip dialogues while intending to move
- The trap-laying key (Space/A) is now the exclusive way to progress through dialogues
- Added input buffering
- Trap interactions or move direction changes didn't register when Pâquerette was still moving
- The game now buffers your inputs during movement and apply the adequate ones when Pâquerette is done moving
- Improved move direction changes
- The game would ignore a movement input if the previous one was still being held
- The game now correctly prioritizes movement inputs based on held duration
- Prevent movement when undoing
- This didn't break the game but resulted in weird visual jitter
- Added a tutorial for the Undo mechanic
- The mechanic was already there but the tutorial didn't advertise it, congrats to those who had already discovered it :B
- Added a catch-up tutorial for the Reset and Undo mechanics
- When a player got the right solution to the level L-5 on their first attempt, they wouldn't get the Reset tutorial
- Thus added a forced tutorial in L-6 in case it was missed
UI/Localization
- Added names to the levels (!!)
- Added blinking to item counters at the beginning of levels
- Support for special characters
- Special characters such as "à", "é" or "ç" from the french localization are now correctly displayed.
- Improved wording of some tutorials
- Dialogues now always progress by 2 lines at once (they sometimes only did by one, which was kinda confusing)
Audio
- Increased time taken by musics to progress to their calm version (30 seconds -> 75 seconds).
Levels
- Minor changes to L-9 "R_bbit"
Bugfixes
- Fixed missing exclamation mark from when bunnies are chased
- Fixed a broken dialogue trigger in Level L-3 "Priority"
- Fixed exclamation mark position when bunnies are stacked
- Fixed incorrect dialogue box background color when triggering a dialogue at the very start of a level with a different visual theme
Feel free to give us your feedback on these changes in the comments~
(Particularly, please tell me about how much better the controls feel now~~)
Buh-bye!
- Lenophie
