Fugue Shot v0.14.0 is up and running!
v0.14 contains some big reworks on Flock and Mirage that we feel bring both games closer to their final form.
Flock Structure Updates (for good this time)
In Flock, we’ve removed the open map format and made traversal linear instead - no more backtracking to find that last bit of Aura that you missed! We also reworked the persistent swarm of birds that chases you from room to room into a room-by-room obstacle that must be learned and quickly avoided. There are a bunch of different attack patterns here, with more on the way. And we’ve also added a bunch of new puzzle rooms inspired by classic Zelda puzzles, with new mechanics to figure out as you run from the swarm. Lots of new things to see in this one!
Mirage Additions
In Mirage, we’ve added “oasis zones” that the player must stand inside in order for the enemies they kill to drop Aura. This forces the player to hold down certain points and creates more tension and strategy around enemy diversion. All levels in Mirage have been updated with entirely new art and layouts as well!
We’ve also included some bug fixes, new art, and changes to collisions and movement that make the entire game feel a bit more smooth. We hope you enjoy this one!
Next up are some big additions and updates to run structure, UI, and mechanics. Then, it's a planned stretch of polish and cleanup before we launch our public demo! Can’t wait to share!
Full Changelog
Additions
Reworked The Flock to improve pacing and momentum:
New puzzle rooms with short challenges utilizing a host of new objects, including buttons, pressure plates, push blocks, switches, and more.
Levels no longer take place on a map - movement from room to room is linear (ordered: puzzle → enemy → reward) until a level is finished.
Reworked the persistent flock enemy that chased the player across rooms - now, in every room, if you linger for too long, the flock will close in/attack with increasing speed. There are multiple flock attack pattern types.
Reduced HP on all Flock enemies.
New reward rooms.
Reworked The Mirage to improve map variety and gameplay:
The player must now destroy enemies from inside new “oasis zones” for them to drop Aura. Enemies destroyed from outside oasis zones drop no Aura.
All new room designs and environmental art, with more rooms coming soon.
Player spawns at a random point in the room instead of dead-center.
Other Changes
Added enemy pathfinding to Flock and Mirage.
Added art to the side of the pause menu.
Added animations to art on Dream Journal’s Memories tab.
Added art on Dream Journal’s Benchmarks tab.
Improved frame art on Dream Journal’s Omens tab.
Better and more natural feeling shot collisions with walls and props.
Better and more natural feeling player movement.
Cleaner hitboxes on Aura lamps in Flock.
Optimized Mirage and Flock rooms to improve performance.
Bug Fixes
Fixed bug preventing total playtime from properly saving, resetting it every launch.
Fixed issue causing player to stick between doors in Flock after too many size increase upgrades.
Fixed visual issue with Mirage enemy spawn animation when enemies were scaled in size.
Fixed softlock where chick enemies in Flock would hatch overlapping with a wall and be impossible to hit.
