This update is mostly bug fixes, and re-designs of level sections that were confusing. With some changes to the lighting in level's 2 and 4, so you can see more clearly.
At Level 1's Town:
- Added new cameras in the first level town, to make it more clear where to go once you've defeated everyone.
- Added a new camera there by the invisible wall, to suggest you go back and kill everyone before continuing.
- Moved the enemy spawn points to be more off camera, so they don't just beam in like villains on Star Trek.
At Level 1's Temple:
- Added new cameras that aim at the level exit after after you defeat everyone.
In Level 2:
- Added more lighting, so you can see what you're fighting even after the ground is totally covered in blood.
- Made the torches by the main room exit brighter.
- To make it more obvious where to go after defeating the boss, I aim the camera to the left, and turn on a bright light right infront of the doorway.
In Level 4:
- Adjusted the ambient occlusion (shadows), and lightened up the level.
- Made the giant black armor guy un-stunnable and immune to: tramples/charges, headbutts, and kicks.
- Removed the delayed reaction the black armored guys had to being knocked down.
- Fixed a bug with most of the enemies sounds on this level.
Elsewhere:
- Fixed a bug where eating enemies that had fallen through the ground, would cause Minotaur to also fall through the ground.
- Added a progress bar to the level loading screens. Which is helpful, but still not perfect because initializing everything in the new level is what takes most of the time.
- Sped up Minotaur's blocking animation transition, unless he's in the middle of an attack.
- Sped up Minotaur's "get knocked down" animation transition.
- Got rid of some ugly image compression artifacts in the menu screens.
