Ever since we first launched in Early Access a year and a half ago, we have been striving to improve The Forbidden Arts.
Now that we're in full release, even though it's only been a few days since launch, we made a few changes to the game that are much more user friendly for a lot of players, without taking away the challenge that the game presents. Although I am personally a fan of old school platformers, with hard difficulty (TMNT on NES anyone?), I realize that difficulty does not necessarily equal fun, and thus there's a few things that have been removed from the game that didn't add to any "fun" factor:
1. Fall Damage. It's gone. If there was a demon in you that longed to fall from great heights and watch Phoenix collapse on impact, well, that demon is now laid to rest.
2. You can now double jump when falling/rolling off a ledge etc. This is pretty standard in a lot of platformers and has been suggested by a few people. Took quite a bit of re-coding, but it's in there now and I hope you guys enjoy it.
A lot of other things are patched, so here's what's new since the original 1.0 release:
- Added the ability to perform a jump when falling off any surface, so long as the player has not already performed a double jump
- Removed falling damage. Player will no longer take damage when falling from great heights
- Removed some flickering from the trees in the Abandoned Mines entrance
- AI animation adjustments
- Disable siphoning if player is siphoning fire during griffin cutscene
- Audio settings will now be properly saved when switching to different options sub menus
- Fixed some font display issues when changing from Japenese back to English
- Added a hint for how to unlock the swamp treasure chest
- Modified Chiromancer boss fight
- Minor level design modification in The Hives
- Various Bug fixes
Thanks for your interest in The Forbidden Arts. We are going to be focusing on finishing the Playstation 4 port of the game, but we will continue to improve the game and work other content into the game as people request it. We're open to ideas, and nothing is set in stone. We do have the final decision of course, but we listen so don't hesitate to reach out.
Sterling Selover
Stingbot Games