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Update #3: The one where I cave

Given player feedback and the small number of players reaching the top, I've decided to create two difficulty modes:
- The Rehearsal: Falls only do a little damage before bouncing you back up and enemies have less HP
- The Execution: Falls are lethal and enemies have a bit more health

I always liked the purity of having a single main mode and forcing players to just get better through sheer repetition but I think that is too strong a filter for players. So if I want to keep an expert level experience in the end game, two difficulty modes balanced differently is the way to go.

Changes

- Two difficulty modes as mentionned above

- Soundrack variety: These are still placeholder for better commissioned work but at least it is a bit less repetitive

- New weapon: The one sided cannon: Shoots two cannon balls from the right side only

- Speedrun achievements are less difficult

- Final boss fight level improvement

- Avoiding the upgrade screen appearing at the same time as the death screen

- No arsenal upgrades after the last arsenal

Future updates

The game is getting closer and closer to a tight little roguelike with most bugs addressed and balancing on it's way to releasability. The next big hurdle is going to be commissioning art, sound design and possibly music. There might be less regular updates as I try to figure out how to both reach these different artists and finance these commissions.

A few players mentionned SNKRX so I had a look and I obviously see the similarity. It's not out of the question that I end up moving the game in that direction: more hectic, faster pace, easier controls but Iron Mandate might risk losing the skill element that makes it interesting. That being said, Iron Mandate can have some pretty low down times so I'll keep an open mind to ways of juicing the gameplay.

Also I've heard of players playing "Archon mode" where one player controls movement and the other controls weapons. That's fun :).