Update log
Full MOTORSLICE update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
I READ EVERY SINGLE FEEDBACK SPREAD ON THE INTERNET.
First of all, THANK YOU for playing! Look how happy she is to see how many people played the demo:
ANYWAY, most issues seems related with auto input and lack of control, so I focused on improving game feel in the last few days!
Basically:
Balancing enemies and giving more options in combat
Giving more control on parkour
Speeding up gameplay
Here's the full patch note:
COMBAT
Added Lock-on system
Changed how Dash Roll works
Press zoom while in combat and it will lock-on the closest enemy
Use the camera axis while on lock-on mode to change target
You will dash roll when close to an enemy or in lock-on mode
Dash roll now works on the direction of the input, not right/left relative to the enemy position as before
QoL tweaks around the dash roll
Most frustration from combat seems related to the second encounter (After the ‘Easy Job’ Slacking Area) - So I made some adjustments on the level design in there. The experience should be smoother now and give more time for reaction.
Removed magnetism in combat
Changed the feedback for the parry window on the excavator enemy. The attack has a bigger window for reaction, and the icon appears at the beginning, not in the entirety of the attack as before. Also changed the icon color from white to black to be more noticeable
Removed dash frames teleportation while attacking
You can no longer spam slide attack
Red eyes feedback for when an enemy detects you is bigger
An indicator when an enemy is attacking you outside the camera view
Attacking while running kill less momentum
Enemies are a bit more aggressive and faster, but has more consistency on their attacks
Tweaks on the camera auto adjustment during combat
PARKOUR
Directional wall jump. You have more control on what angle you can wall jump now.
You can side eject now, and can control the direction of the side eject jump
Camera auto rotating while doing a vertical wall jumping only happens when there’s a platform close by
P jump length is smaller depending on how long you’ve been holding input
Made some tweaks on the jump speed and curvature
Removed the animation of horizontal wall run and Increased the speed of vertical wall jump
Reduced input denial on start of a wall jump
Increased air control. It’s more noticeable now. You still have to be careful before jumping
Increased the speed on the parkour animations
You can always cancel a jump now
Wall run doesn’t trigger anymore when falling without jumping
Wall Run only start if you keep holding movement input
Wall run auto cancel if not holding input or if you press backward
Tweaks on the camera while wall running
Made some tweaks on the wall run angle detection
MOTORSLICE
Starting motorslice keeps more momentum
Reduced the distance you can start motorslice
Tweaks on the motorslice mechanic
You can vertical motorslice down if you start the action holding input down. Requires precise input
CAMERA
Removed camera auto adjusting while walking
Reduced camera movement when parrying
Reduced some camera shake effects while in combat
Overall tweaks on gameplay camera movements
CROUCH/SLIDE
Rolling does not automatic enters on slide anymore (you need to keep holding crouch button now)
Removed auto jump when rolling/sliding when walking off a ledge
- CosmeticYou can now gain a boost when roll landinguseful for those who want to sprint
Reduced the minimum amount of time P keeps sliding
Both air crouch and land roll are now
Source
