Demo Update 0.0030: No more "hitless" tourism in these 3 cozy zones!
Hi everyone, I’m Yang, the solo developer behind this game. Thank you so much for playing the Demo. As a solo dev, every single piece of your feedback means the world to me.
Full notes
Full 星灼 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix2 additions5 changes0 removals
Maps
Gameplay
Performance
changedBased on your initial feedback highlighting the contrast between the "cozy hand-drawn art style and the hardcore difficulty," I’ve spent the last few nights fine-tuning the Demo. This patch focuses on balancing the three major biomes and giving the protagonist a more agile movement feel.
changedLevel Difficulty and Visual Polish I’ve re-drawn and polished several assets for the Grassland, Forest, and Beach biomes to enhance the overall visual atmosphere. Meanwhile, I’ve adjusted the stage difficulties to better accommodate players of different skill levels.
changedForest Stage (Casual Difficulty Decreased): The bullet hell pattern density has been lowered, allowing players who previously got stuck on Casual difficulty to progress much more smoothly.
changedGrassland Stage (Normal Difficulty Increased): The Normal difficulty has been slightly bumped up, and the number of minion spawns has increased.
changedBeach Stage (Normal Difficulty Increased): The Normal difficulty has been slightly increased, and the Boss now throws random parabolic boulders during ground-slam attacks, so watch your positioning.
addedShrunk the Hurtbox: I’ve reduced the collision size of our white-haired catgirl. With a more precise and tightly-packed hurtbox, you can now pull off much tighter "grazes" and weave through dense bullet patterns with precision.
星灼 changes
changedBased on your initial feedback highlighting the contrast between the "cozy hand-drawn art style and the hardcore difficulty," I’ve spent the last few nights fine-tuning the Demo. This patch focuses on balancing the three major biomes and giving the protagonist a more agile movement feel.
changedLevel Difficulty and Visual Polish I’ve re-drawn and polished several assets for the Grassland, Forest, and Beach biomes to enhance the overall visual atmosphere. Meanwhile, I’ve adjusted the stage difficulties to better accommodate players of different skill levels.
changedForest Stage (Casual Difficulty Decreased): The bullet hell pattern density has been lowered, allowing players who previously got stuck on Casual difficulty to progress much more smoothly.
changedGrassland Stage (Normal Difficulty Increased): The Normal difficulty has been slightly bumped up, and the number of minion spawns has increased.
changedBeach Stage (Normal Difficulty Increased): The Normal difficulty has been slightly increased, and the Boss now throws random parabolic boulders during ground-slam attacks, so watch your positioning.
Hi everyone, I’m Yang, the solo developer behind this game.
Thank you so much for playing the Demo. As a solo dev, every single piece of your feedback means the world to me.
Based on your initial feedback highlighting the contrast between the "cozy hand-drawn art style and the hardcore difficulty," I’ve spent the last few nights fine-tuning the Demo. This patch focuses on balancing the three major biomes and giving the protagonist a more agile movement feel.
Here are the patch notes for this update:
Level Difficulty and Visual Polish I’ve re-drawn and polished several assets for the Grassland, Forest, and Beach biomes to enhance the overall visual atmosphere. Meanwhile, I’ve adjusted the stage difficulties to better accommodate players of different skill levels.
AdjustedForest Stage (Casual Difficulty Decreased)The bullet hell pattern density has been lowered, allowing players who previously got stuck on Casual difficulty to progress much more smoothly.
AdjustedGrassland Stage (Normal Difficulty Increased)The Normal difficulty has been slightly bumped up, and the number of minion spawns has increased.
AdjustedBeach Stage (Normal Difficulty Increased)The Normal difficulty has been slightly increased, and the Boss now throws random parabolic boulders during ground-slam attacks, so watch your positioning.
Protagonist Hitbox Adjustments
AdjustedShrunk the HurtboxI’ve reduced the collision size of our white-haired catgirl. With a more precise and tightly-packed hurtbox, you can now pull off much tighter "grazes" and weave through dense bullet patterns with precision.
FixedMain Menu Double-Click Bug FixFixed an issue where spamming clicks on the main menu could softlock or crash the interface.
Since every asset and line of code is handled entirely by myself, please let me know in the comments or community hubs if any numbers or mechanics still feel off.
If you enjoy this contrast of "cozy visuals meets hardcore challenges," please consider adding the game to your Wishlist. It is the ultimate driving force for a solo developer like me.