Hi everyone! Thanks a ton to everyone who shared feedback and helped us improve Sniperbot: The Hype Game.
While we continue building the next stages, we wanted the community to enjoy a smoother and more polished experience right now, so we’ve updated the current demo with a batch of gameplay improvements, new enemy additions, and tutorial-stage updates.
Gameplay Improvements:
Movement
Dashing: You can now dash through enemies (except bosses).

Dashing: You can now dash mid-air.

Wall jumps are now much easier and more consistent.

Melee Combat
Faster melee combos.
Updated Slash VFX size to better reflect true melee range.

Firing a shot at the end of the 3rd combo attack now fires a charged projectile.

Ranged Combat
You can now fire infinitely (no more running out of bullets).
You can now hold your shot to fire a larger attack.

Supers
The Ranged Super has been reworked into a true Snipe Super, Sniperbot can now finally snipe!

Parry System (NEW!)
Sniperbot can now parry attacks. Your counterattack will change depending on what type of attack you parried, so timing and matchup matters.
Enemy Updates
Enemies now show health bars.
You can now be pushed off Bred’s stage platform.
Veriflies
Reduced HP so they can now be 1-shot.

New Enemy: Health Risk
A tricky new enemy that mimics a health potion, then rushes at you and explodes when it gets close.
Tutorial Stage Updates
1Dungeons now show a “Locked In” prompt before starting.

Added spike traps and adjusted several areas for better pacing.
Portals now have a transition animation so you can clearly see where you’re going.

Added more VFX for extra impact and clarity.
We hope this update makes the demo feel faster, cleaner, and more satisfying to play. As always, we’d love to hear your thoughts so we can keep improving the experience.
Next devlog: we’ll be teasing the other stages—so stay tuned.
Snipe the Hype!
