What changed
1 fix3 additions0 changes0 removals
- UI and audio
- Gameplay
- Fixes
added1st Person Gameplay • Added UI to show current available weapons (sword, bomb, etc). • Changed sword attacks to animation-driven. This makes them a more challenging but rewarding timing-based attack (I updated this a few weeks back actually, but I think I forgot to add it to the patch notes). • Made the speed-lines effect more subtle when in dark levels. • Made the laser-beam statue heads move so they're a more interesting enemy.
addedPlatforming Minigames • Added two more platforming minigames in level1 (Turning Away). As with the first, these are probably a little too difficult at present - we'll adjust that as we go. • Added gamepad right-stick to look around in platforming minigames. Since it's not essential to gameplay I haven't included a mouse/keyboard equivalent - feel free to let me know if that's something you might like.
fixedSokobans • tightened up environments a little more. • fixed issue with fall animation not playing after an undo.
addedTime Loop • Added game-wide time-loop structure. This wont make a lot of sense yet until we’ve properly incorporated all the eggs and boss fights into the game structure, which we’ll do over the next few months. But we have the time-loop plan all mapped out and it'll be amazing once it's all done!
Dream of the Star Haven changes
added1st Person Gameplay • Added UI to show current available weapons (sword, bomb, etc). • Changed sword attacks to animation-driven. This makes them a more challenging but rewarding timing-based attack (I updated this a few weeks back actually, but I think I forgot to add it to the patch notes). • Made the speed-lines effect more subtle when in dark levels. • Made the laser-beam statue heads move so they're a more interesting enemy.
addedPlatforming Minigames • Added two more platforming minigames in level1 (Turning Away). As with the first, these are probably a little too difficult at present - we'll adjust that as we go. • Added gamepad right-stick to look around in platforming minigames. Since it's not essential to gameplay I haven't included a mouse/keyboard equivalent - feel free to let me know if that's something you might like.
fixedSokobans • tightened up environments a little more. • fixed issue with fall animation not playing after an undo.
addedTime Loop • Added game-wide time-loop structure. This wont make a lot of sense yet until we’ve properly incorporated all the eggs and boss fights into the game structure, which we’ll do over the next few months. But we have the time-loop plan all mapped out and it'll be amazing once it's all done!
1st Person Gameplay • Added UI to show current available weapons (sword, bomb, etc). • Changed sword attacks to animation-driven. This makes them a more challenging but rewarding timing-based attack (I updated this a few weeks back actually, but I think I forgot to add it to the patch notes). • Made the speed-lines effect more subtle when in dark levels. • Made the laser-beam statue heads move so they're a more interesting enemy.
Platforming Minigames • Added two more platforming minigames in level1 (Turning Away). As with the first, these are probably a little too difficult at present - we'll adjust that as we go. • Added gamepad right-stick to look around in platforming minigames. Since it's not essential to gameplay I haven't included a mouse/keyboard equivalent - feel free to let me know if that's something you might like.
Sokobans • tightened up environments a little more. • fixed issue with fall animation not playing after an undo.
Time Loop • Added game-wide time-loop structure. This wont make a lot of sense yet until we’ve properly incorporated all the eggs and boss fights into the game structure, which we’ll do over the next few months. But we have the time-loop plan all mapped out and it'll be amazing once it's all done!