We've made an update to the Demo fixing several issues, implementing a small balance change and adding some QOL improvements:
Balance:
Players now have reduced movement speed when moving backwards.
We felt that it was too easy to kite enemies and it felt unnatural to outrun a charging enemy by just moving backwards. This makes combat slightly more difficult, but places more importance on the defensive abilities forcing players to react either with parry, dodge or pushback and to manage their resources more responsibly (stamina, cooldowns, timings).
This should also place more importance on crystal upgrades that focus on defensive abilities.
Fixes:
- Fixed the spawning issue in Dungeon (first level) and made the sewer area as big as it previously was
- Heavy Skeleton enemies (spinning attack skeleton in Dungeon) now correctly animate their lower body when attacking
- Fireball no longer passes through doors
- Visual map fixes on some walls and floors and other objects
Quality of Life improvements:
- Ranged enemies now aim at the player's head instead of their chest, making it easier to successfully deflect the spell and to estimate the impact time better.
- Deflected spells are now more accurate and they fly perfectly towards the crosshair, making aiming them at specific targets much easier and more precise.
- Parry cooldown bar now has a red background for better visibility
- Parry icon in the middle of the screen now plays a short animation when it's ready (coming off cooldown)
- Activating Parry while it's on cooldown will display a message on the right side of the screen.