Developer postOriginal post (opens in a new tab)

Update #4: updated evasion system, primary/secondary weapons

Hi

Last week we presented the game at Madrid Games Week, where we had a booth in one of the indie areas. Apart from meeting other developers, fans or old friends, the greatest thing we got from the weekend was a lot of supervised playtesting.

This new build is mainly the result of the feedback we got from the forums here and at MGW, plus things we realized were causing trouble to players. Because of that we have two big changes and lots of fixes (some were present in the previous hotfix).

Systems changed

Important changes coming in this update are:

  • New evasion system: now almost all attacks (still needs a per weapon review) can be cancelled into an evasion or a jump. This change makes combat a lot faster and reduces unfair punishment from fast enemies.
  • Primary/secondary weapons distinction: weapons are now (internally) classified as primary (blades, hammers, spears...) and secondary (guns and shields, for the time being). Secondary weapons are used as soon as they are equipped, either starting a block or aiming. This weapons cannot remain equipped even if using alternative selection system. Primary weapons work as usual.
  • New pickup menu behaviour: several changes, related to the previous:
    • The first primary weapon can only be equipped in the main slot.
    • Secondary weapons can never be equipped in the main weapon slot.
    • If a weapon is replaced and there is an empty slot available, the replaced weapon is moved to the free slot, instead of dropped.

Improvements

The City area of level 2 has seen a lot of improvements since the previous build. We have reduced the difficulty, tweaked and improved lots of the enemies in there and added equipment spawners. It is still unfinished, since we need to improved its general feeling, but it is now quite playable.

We have also improved load times and reduced the amount of memory we use when generating the maps. This should fix most crashes that happened on level load, but we are still trying to improve things further.

Fixes

And the list of bugs fixed since last week's build:

  • Water turrets rotate weird
  • Exit doors on 3x1x1 and 3x1x2 rooms do not close completely
  • Fire slicer causes animation problems
  • Make Flybots fly backwards slower
  • On chasms flybots still go out of the room.
  • Navigation issue in corridors
  • Add enemy death zone below levels
  • Handblades Hard Air Attack
  • Change texture of cars to dirty
  • Thunder Hammer needs non-elemental hard attack when uncharged
  • Level 2 generated with blocked door on all rooms.
  • Some arenas still push you out of the rooms in level one.
  • Enemies and player goes through ground and walls.
  • Old shooter hard attack is bugged
  • Improved rocket hammer hard attack is too fast.
  • Bonfire shadow looks weird
  • Mortar turrets should have a maximum distance and check for ceiling.
  • Lifter laser is too fast?
  • Particle cannon should point Heart in the camera's direction, and not the other way.
  • Big Grunt broken armor should stay longer on screen
  • Training weights hard air does not do damage.
  • Sometimes iddle animation accelerates
  • Police teleporters should wait some seconds before the first teleport.
  • Lower Heart run animation.
  • Improve particles on worms entering ground.
  • Car props are clean. There are dirty car models that should be used instead.
  • Replace all textures so newer ones are used.
  • Chrashed cargo water does not move
  • Heart still gets stuck in enemies. More visible on the turrets.
  • Change M*j*r*s mask texture for the new one.
  • Better Damage Feedback for Armored Big grunt in level 1
  • Health bar overlaps HUD and Menus
  • Trash compactor misconfigured
  • Level 1 moving lasers invade adjacent rooms
  • Lifter spawns smallbots on first frame
  • Police arenas are cleared even if lifter still alive
  • Lifters do not apply flocking
  • Thunder hammer Area of Effect needs to be wider
  • Special enemies in level 1 activate in weird state
  • Some rooms do not display blob shadow
  • Old shooter aim reticle is not displayed sometimes
  • Flybots tend to tremble when close to Heart's height
  • Sticky leg issue with elevators
  • Worms are not taken into account to enable combat camera
  • Reduce camera position auto-correction
  • Reduce camera shaking
  • Clockwork springs should reset air attack when rebounding
  • Camera adjustments
  • Lifter cannon does not collide with floors when shooting downwards
  • Fire katana first attack removes Heart
  • Worm drill attack almost never hits
  • Dodging and jump cancelling should ignore combo cancel point.
  • Knuckels should cancel from soft into hard combos
  • Performance problem - Pathfinding related?
  • Shields are not very useful right now

As always, feedback is welcome. Please, report bugs and issues you might find so we can improve the game further.

Thanks,
Kike