Full notes
Full KILL THE WITCH update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- Fixes
Summary
Improved various non-intuitive elements
Added a 3-second delayed pause feature
Overall balance adjustments and other improvements
Hello! This is the SnakeEagle team.
Most of the difficulties caused by non-intuitive elements have been addressed in this update. In addition, we have added preparation frames to enemy attack animations, made overall balance adjustments, and fixed various minor and major bugs. Additionally, the pause feature that many players requested has been added, activating after a 3-second delay.
We do not want to create a game that is simply harsh or punishing. However, as I became very accustomed to the game during development, I believe my own standard for difficulty had become quite high.
Because of that, we see the current stage as a process of aligning the intended design with the actual player experience. This is also one of the main reasons why we chose to release the game in Early Access.
Our goal is to create a game that players want to challenge, that feels worth conquering, and that is strange but fun.
We will continue to listen carefully to your feedback, just as we have been doing, and keep improving the game while staying true to its original design and intentions.
Reviews are a huge source of support and encouragement for a small indie team like ours. We would be very happy to hear what you think about the experience after the 1.3 update. Thank you :)
+) 1.4 Update Preview
With the 1.3 update, we believe the core aspects of the game have made significant progress.
In the upcoming 1.4 update, we plan to implement and improve several elements that were previously pushed down the priority list, including:
Practice Mode
Visibility improvements
(We expect this update to take about one week.)
After that, we plan to resume full development on Stage 3.
*Please note that the patch notes themselves may contain spoilers!
Player
(1.2c) Added a visual effect when the player recovers HP.
Stage 1
Improved the attack preparation animation for the"Bug"
Improved the attack preparation animation for the"Bomb Bug"
Fixed an issue where some lines did not appear during certain scenes involving Yozoh's "Witch's Object"
Fixed an issue where Will now disappears when transitioning to the dialogue scene during the boss fight with Yozoh.
(1.2a) Added the sign that guides players to the"Witch's Found Object"in Normal difficulty as well.
Stage 2
Improved the attack animations and telegraphs for the"Angel Bug"and"Mutated Angel Bug"to make them clearer
Fixed a bug where the arrows fired by the"Angel Bug"and"Mutated Angel Bug"were traveling in unintended directions
Fixed a bug where the"Angel Bug"and"Mutated Angel Bug"would sometimes not attack until the player approached them
Improved the attack preparation animation for the"Small Bug"
Improved the attack preparation animation for the"Small Heart Bomb Bug"
Changed Boss Phase 2 start sequence so that"Fake Hearts"continuously drop during the scene
Changed Boss Phase 1 "Pink Heart Dart"so that it summons lightning 0.1 seconds after sticking into the ground
(1.2a) Adjusted the "Recovery Heart" drop rate from "Angel Bugs" on Easy and Normal difficulties
(1.2a) Reduced Nana's HP in the boss fight on Normal difficulty
(1.2b) Further adjusted the Heart drop rate in Nana Phase 1 on Normal difficulty
(1.2b) Eased the recovery delay of the "Pink Heart Dart" in Nana Phases 1 and 3 on Easy and Normal difficulties
(1.2c) Added a visual effect when Nana recovers HP through a "Fake Heart"
(1.2c) Fixed a bug in Phase 3 on Easy difficulty where a "Blue Heart" would spawn even when destroying the final "Pink Heart"
Other
Added a 3-second delayed pause feature
Minor optimization improvements
Fixed various small bugs
(1.2b) Mitigated a bug related to gamepad key mapping
(1.2b) Fixed an issue where tutorial icons would not display correctly if the gamepad was changed during a stage
(1.2b) Improved an issue where some special characters on the keyboard were not displayed correctly on screen
v1.3a Update (03/11)
Player
Fixed a bug where rapid consecutive jump inputs could cause an abnormally high jump.
(Additional) Jump logic has been revised and improved while preserving the overall feel of the original controls.
Stage
Monsters that received added attack preparation frames in the 1.3 update now apply this change only on Easy–Normal difficulty. (Hard–Lunatic retain the previous version’s difficulty.)
Stage 2
Fixed a bug where the persistent lightning in Phase 3 continued dealing damage even after its source object was destroyed.
Other
Optimization improvements to reduce frame drops during long play sessions.
Update 1.3b (03/15)
Player
Fixed a rare issue where jumping would sometimes stop working under specific conditions
Fixed an issue where jump/landing particles occasionally did not play correctly
Slightly improved the minimum jump height
Stage
Improved control feel by preventing jump input for 0.1 seconds after being launched by a Jump Pad (Added) Jump input buffering is now enabled.
Other
Minor optimizations implemented
*If the update has been applied correctly, v1.3 b will be displayed at the bottom-right of the title screen. If not, please restart Steam and launch the game again. Feedback is always welcome!
Source
Changelog.gg summarizes and formats this update. How we read updates.
