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New Demo for Turn-Based Carnival
Changelog
Additions
- You can kick things by walking into them
- Added 2 new enemies - Cardinal and Coyote
- Buttons can be held to repeat their effect
- You can wait a turn by pressing space
- You can now pick up free items using the buy button
- Added animation framework
- A checkerboard pattern has been added to the floor
Removals
- You can no longer punch
- Removed some enemy variants
- Entities are no longer affected by friction
Major Changes
- Any damage to enemies (not just damage you deal) will increase the combo multiplier
- Enemies can no longer see through each other
- Character colliders all have a diameter of 1 tile
- Rooms can now connect at corners
- Presents give one item, instead of lots of single-use items
- All monetary values have been multiplied by 100
- Increased Dynamite explosion radius
- Dynamite bundle now throws spread of 3 dynamite sticks
- All enemies have new graphics
- Item costs increase as you progress
Minor Changes
- Improved hit stop
- Tickrate has been quartered
- Projectiles use simplified collision detection against tiles
- Fixed rocks becoming invisible when they should be destroyed
- Improved tile drawing efficiency
- Drastically simplified and optimised level generation
- Restructured enemy files
- Restructured font files
- Gibs get launched into the air
- Fixed overlapping signs
- Rug no longer disappears when resolution changes
- The shopkeeper looks at you
- Hearts shake more the fewer you have
- Text entities darken properly when in options menu
- Fixed a spelling mistake