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Get a Grip (New Patch)

What's new?

Phylactery Defense Level Updates!

There's now a destructible bridge in the phylactery defense. It'll block the way for the golem if he hasn't passed that point, yet, forcing him to turn around and go the long way to your base. It'll also force the units from certain spawn points to take the long way around as well.

Here's what it looks like when it's not collapsed:

The level's bigger, too, partly to give a better idea of this being a dried-up river valley, and to give the enemy units the alternate paths they needed.

The Golem got a cooler death.

I don't feel so good.

This should be less disorienting if you happen to be on the golem as it dies.

I also added more menu options.

These new options let you choose how the grip buttons work. "Toggle" means you click the buttons once to take hold of a sword or harness, and once to let go. "Hold" means you must keep the controller squeezed in order to hold on.

I did pretty well, getting a few things on last week's list done, I think!

What's next?

Speaking of last week's list: Still need to do more graphics/audio touchups. Then new trailer stuff!

Well, the bridge doesn't really do anything if you're under it when it collapses, so maybe I'll have it kill the player (rather than jostle the player around and risk motion sickness.) For the time being though I'd recommend not being under the bridge when it's destroyed, just for disorientation reasons.

None of the settings so far persist between games, so you end up having to set them each time you start the game up. I might look into actually having some save file or something now.