Full notes
Full 星灼 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
- Balance
- Events
- Maps
- Gameplay
星灼 changes
Hi everyone! I am Yang, the developer of Star Fire.
Since the release of the demo, I have received a vast amount of valuable suggestions. As a solo developer who has spent 700 days on 100% hand-drawn art, I deeply appreciate and respect every player's experience.
In response to the feedback regarding combat feedback and presentation details, I have completed the v0.0022 update which includes 7 core optimizations.
※ Manual Update Note:
Since the game is not yet released, if your Steam client does not trigger the update automatically, please go to the store page and manually click the Download Demo button to get the latest version.
The specific contents of the v0.0022 update are as follows:
Combat Balance and Feel (Core Updates)
Difficulty Rebalancing: We noticed that some players found the initial experience quite challenging. In this update, we have extended the dash invincibility frames (I-frames) for Easy Mode to allow for more error margin, ensuring a smoother rhythm during boss battles.
Refined Challenge: We have slightly tightened the dash timing for Normal Mode. This makes combat feel more strategic and aligns better with the core identity of a hardcore Boss Rush game.
- Movement FeedbackThe movement speed during map exploration has been reduced. Although this is a small tweak, it eliminates the previous sliding sensation and gives the controls a more grounded feel.
Visual Presentation and System Iteration
Visual Enhancement: Portraits now feature dynamic scaling during dialogue. Depending on the context, portraits will zoom in or out in real time to enhance the sense of presence and immersion.
Collision Logic: We have made preliminary adjustments to the collision boxes for characters and environments. This is just the first step as we move toward a high-precision collision system controlled by animation frames in the future.
Internal Logic and Bug Fixes
- State LockingResolved a bug where characters could still move due to inertia while dialogue boxes were active, ensuring the integrity of the storytelling.
- Logic CorrectionFixed a serious bug where I-frames were being reset incorrectly during specific boss combos. This ensures that every boss encounter remains fair and consistent.
Final Thoughts These 7 updates are just the beginning. I will continue to focus on every detail to present this hand-drawn world perfectly.
If you encounter any issues while playing, please feel free to leave a comment!
Download the latest Demo manually here: Download
Source
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