[Xeno Clip Update Notes | 0.8.6 → 0.9.1]
A major leap this cycle: real-time combat fully shifts from top-down to SideRoom side-scrolling, with ongoing polish on enemy AI, difficulty, and presentation.
■ Core gameplay
• Side-view combat pipeline live: new room building, jump / slam / dodge split, camera & spawns tuned for side-scrolling
• 40+ handcrafted combat rooms; platform spacing and reachability rebuilt for side-view rules
• Enemy platform navigation strengthened repeatedly → 0.9.0 surface-grid nav overhaul (walk / jump / drop more stable; fewer wall-sticks & idle freezes)
■ Difficulty & content
• B1–B4 Bosses eased for side-view: slower projectiles, longer telegraphs, wider attack gaps
• Challenge rooms (laser / whack / collapse, etc.) clearer pacing and readability
• Reinforcements warn before spawning; Centipede elite platform movement fixes
• Treasure Bug: ~5% spawn restored; wandering no longer wrongly chases the player
■ Visuals & feel
• Level backgrounds fill and follow the camera; world-tiled grass, tip-sway wind, ambient motes
• Slightly closer camera zoom; shell casings are rigid-body drops with longer lifetime
• Portal spiral inhale VFX; platform decals & World1–3 theme textures wired
■ Version path
0.8.7 side-view pipeline → 0.8.8–0.8.9 nav & visuals → 0.9.0 nav overhaul + Boss ease → 0.9.1 visuals & challenge/Treasure Bug polish
Feedback welcome: softlocks, odd enemy behavior, challenge difficulty, or gamepad UI issues. Thanks for playing!
