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Full MidKnight Story update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Balance
- UI and audio
MidKnight Story changes
First of all, I wish you all a Merry Christmas! I just uploaded on Steam a new version of the MidKnight Story alpha demo: Version 1.056!
This update includes a reworked damage system for Paran, featuring dynamic animations designed to make combat feel even more fluid and responsive.
On top of that, a new finisher move has been added. Check out the video to see it in action!
Dynamic Damage System
I’ve added a new dynamic damage system. Quick damage animations play on top of Paran’s current actions, allowing him to react to light damage, like bullets, without interrupting combos or movement.
While testing combat, I noticed that being hit often caused Paran to stop frequently, breaking the flow of action. With this system, Paran still takes damage and gives the player feedback, but will not be stopped mid-combo, run, or finisher, making combat much more fluid.
This also applies to air attacks, jumps, and aerial finishers. Of course, heavy blows will still knock him back as before.
Special Finisher
I reworked the finisher system as well. A finisher was present in earlier builds, but without a clear UI clue, it was hard for players to even notice it.
Now, a finisher icon will appear above the enemy when it is on the ground and ready to be executed. Paran will dynamically jump on the enemy, finish it off, and absorb its soul. This provides a faster way of defeating a spiritic enemy compared to manually absorbing its soul when it has no HP.
Unlike the previous version, this finisher is special and will consume mana points each time it is used. Mana will regenerate over time and can also be replenished with mana potions.
Sneak Peak of The New Locations!
Along with an improved sword battle system, I’ve been working on new locations that you will soon be able to explore. These include an extended section of the temple with new enemies, new upgrades, and Paran’s first boss battle. Some of these new assets are also present in the already playable section of the temple, featuring new floors, a greater variety of columns, and volumetric fog to give the location a richer, more atmospheric feel.
Here’s a sneak peek of the new locations!
What’s Next?
For the January update, I will showcase more of the new areas, improve the finisher system by adding an option for when Paran is out of mana but the player still wants to execute an enemy, and reveal new upgrades and gadgets that Paran will unlock in the next segment of the adventure!
I also plan to release a hotfix in late December when I’m back at my workstation to address a small remaining issue.
That’s all for the December update! I wish you all a Merry Christmas and a Happy New Year. See you next month, everyone!
Your friendly indie dev,
Mattia
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