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
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
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
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
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
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
You can now gain a boost when roll landing - useful for those who want to sprint
Reduced the minimum amount of time P keeps sliding
Both air crouch and land roll are now relative to the input, not camera
Crouching while falling makes you fall faster instead of a small boost as before
Drastically reduced the time required to reach max speed (15s -> 5s) - and also improved the curve speed to be more noticeable
P is faster now
In detriment of the reduced time for running, I reduced the volume of her cute panting breaths.
Zoom while running reduced
Increased the fov while running a little bit
Removed black bars while running
Overall tweaks on the movement system
Changed the ‘retry’ button on the gamepad to the ‘view button’ (Special Left Button/Select) - Some people was accidentally pressing without realizing
A few changes on the level design
More checkpoints on some areas to make it less frustrating
You can get out of a pillar by pressing crouch now
Tweaked animation speed across the entire game
Truck-kun a bit more difficulty
Hint menu can go back and forth
When P gets covered in oil or dirt, it will remove by walking, not over time
End Demo video after quitting the game will only play once
Added the amount of Orbs available on the demo on the end screen
Added AA method: None
Added new graphic option: Resolution Scale
Completely removed motion blur
You can give the retry command while following to your death, but it will count as a death regardless
Orb Drones can be used as a sacrifice in combat, and P can shield an attack and don’t die instantly. They will reset their position, so keep this in mind!
Collected orbs resetting when pressing continue button
A condition where the camera would adjust for no reason while jumping
A condition that makes Orb Drones reset position when hit
Chainsaw keeping on the hands after doing a motorslice
P getting stuck when holding jump or jumping while motorslicing
Camera problems with low frame rate
Key rebind not saving
Glitching through wall while rolling
Getting stuck after making a choice on slacking areas
Getting stuck while walking on crack corners
FPS limit resetting after changing graphic option
Fell through the floor when parrying truck-kun
Parkour spam jump
Music getting out of sync
Chainsaw moving in the main menu
Start screen camera bug
A bug preventing maps to load properly
Dozens of bug fixes and several tweaks on the gameplay
I disabled attack variation on the small excavator enemy and forgot to enable :p
phew! That's a lot! You guys made me quite busy since the demo release. But enjoy!