I’m moving into the next stage of development, with a clearer direction for improving balance, attack ranges, and hit detection.
In particular, I’ve focused on making enemy and player attack ranges and hitboxes more accurate to reduce situations that feel unfair.
I’m also continuing to refine the balance and improve areas that need clearer explanations.
Early work to increase replay value is underway.
Through improvements to the map’s UX and generation algorithm, I’m working to give players more meaningful strategic choices.
Attack Indicator Rework: Adjusted enemy and boss attack-range and projectile-path indicators for greater accuracy.
Dash Attack Rework: Added range indicators, reworked movement handling, and adjusted attack effect positions and directions.
Throwable Secondary Weapons: Two-handed charged attacks can now launch secondary weapons at enemies to deal damage.
Ranger Survival Battles (In Development): Implemented shield, spear, and gun Rangers. This is an early version and remains incomplete.
Map Generation and Enemy AI Rework: Reworked map generation to make strategic choices clearer. Reduced difficulty and added the Scorpion.
Improved Map Readability: Added route guidance.
Progression and Autosave Improvements: The game now autosaves on the map. Fixed an issue where loading a save restarted the player from the beginning instead of their saved position.
Defeat Screen and Shelter Adjustments: Reorganized defeat options into Retry, Retry with Full Health, and Escape.
Perk Display Improvements: Perk icons are now bright by default and flash white when activated. Automatic blades and dash blades use different colors.
Bug Fixes:
Fixed Grab Bag secondary-weapon state being lost when switching weapons.
Fixed ammunition indicators becoming hidden after switching secondary weapons.
Fixed turrets failing to spawn.
Improved handling of simultaneous coin and heart pickups.
Fixed intermittent timer conflicts involving secondary weapons.