
A masssive THANK YOU to everyone who stopped by the booth at the Capital Creative Showcase this year! Watching so many people play the game live and getting direct feedback was an awesome experience.
I've pushed the version of the game playable at CCS as the new demo for the game, as I think it is the version that is most representative of the core game loop. It has far more polish, tighter design for the levels, and a good variety to show what the game has to offer. For those who couldn't make it to the show, give it a shot!
In the CCS demo I tried a new control method for gamepad; and players at CCS liked it more!
Snap Mode (old): hold down the aim button and release to throw the weapon. the cursor position snaps to the rotation of the analog stick
Precision Mode (new): press the aim button to enter throw mode, where the cursor can be driven around in the direction of the analog stick
Precision mode is a bit slower, but far more precise. It is now the default setting in the game and can be toggled back to the old "Snap" mode in the settings.
I worked on various bug fixes and improvements the weeks leading up to the event such as:
added a "view map" button in the credits for some reason
added tracks by lizardhorse in the secret stages you unlock after getting all the gears in the game
fixed a bug that could prevent players from throwing their weapon when dying mid throw
many other fixes and improvements across all stages that i forgot to write down!
If you have any feedback on the demo or game as a whole, drop a comment in the Steam Community Hub or contact me directly on my website! For those who haven't already, consider wishlisting the game! It helps out a ton.
See you in the next update! -zilard ːsteamhappyː