Janne - the other guy: Last week we had just gotten our demo out, now we've had a bit of time to gather some feedback and start polishing things that weren't still quite ready.
Full notes
Full Star Child update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix0 additions1 change0 removals
UI and audio
Gameplay
fixedRebalanced a few levels, and added significantly more of them - Crouch now takes priority over running - Reduced knockback and stun time - Increased fire rate - Added a bit of inertia to movement to make small movements more accurate - Time elapsed no longer resets to last saved time when you die - Elapsed time for saves is now shown a bit more nicely - Automap design slightly updated again - A bit more consistency for visual styles - Fixed a bunch of little UI bugs like being able to focus buttons that should be disabled or hidden - Clouds now behave nicer and don't pop into the visible areas of the screen, and they can handle rooms of any size now - Menu plays sounds when moving around and when adjusting volume - Added version and copyright information to main menu
changedWe're also still going to update a couple of things before Next Fest still, e.g. our turret enemy still needs a death animation.
Star Child changes
fixedRebalanced a few levels, and added significantly more of them - Crouch now takes priority over running - Reduced knockback and stun time - Increased fire rate - Added a bit of inertia to movement to make small movements more accurate - Time elapsed no longer resets to last saved time when you die - Elapsed time for saves is now shown a bit more nicely - Automap design slightly updated again - A bit more consistency for visual styles - Fixed a bunch of little UI bugs like being able to focus buttons that should be disabled or hidden - Clouds now behave nicer and don't pop into the visible areas of the screen, and they can handle rooms of any size now - Menu plays sounds when moving around and when adjusting volume - Added version and copyright information to main menu
changedWe're also still going to update a couple of things before Next Fest still, e.g. our turret enemy still needs a death animation.
Janne - the other guy:
Last week we had just gotten our demo out, now we've had a bit of time to gather some feedback and start polishing things that weren't still quite ready.
Here's a bit of a preview of what you can expect from the demo:
In no particular order we've managed to do at least the following:
Rebalanced a few levels, and added significantly more of them - Crouch now takes priority over running - Reduced knockback and stun time - Increased fire rate - Added a bit of inertia to movement to make small movements more accurate - Time elapsed no longer resets to last saved time when you die - Elapsed time for saves is now shown a bit more nicely - Automap design slightly updated again - A bit more consistency for visual styles - Fixed a bunch of little UI bugs like being able to focus buttons that should be disabled or hidden - Clouds now behave nicer and don't pop into the visible areas of the screen, and they can handle rooms of any size now - Menu plays sounds when moving around and when adjusting volume - Added version and copyright information to main menu
We're also still going to update a couple of things before Next Fest still, e.g. our turret enemy still needs a death animation.