New control options have been added, boss patterns have been rebalanced, and several major system issues have been fixed. Please see the details below.
[NEW] Main Logo: The game's official logo has been added to the main title screen.
[IMPROVED] Control Guide Pop-up: The control guide displayed when starting the game has been updated with a more detailed explanation of the "Special Attack."
[IMPROVED] Player HP UI: The size of the player HP UI has been reduced for a cleaner on-screen presentation.
[NEW] Boss HP Counter: A boss HP counter has been added so that the boss's current HP can be clearly monitored during combat.
[NEW] Dash Attack Combo (K Key)
A new shortcut has been added that allows the player to dash and attack simultaneously with a single press of the K key.
The Special Attack gauge will charge normally when the dash attack connects.
(The existing separate dash and attack inputs remain unchanged.)
[FIXED] Direction Change Input: Fixed an issue where attacking or dashing immediately after changing direction would occasionally cause the player to move or act in the opposite direction.
[FIXED] Hits During Invincibility: Fixed an issue where the player could still be knocked back by boss attacks or certain environmental hazards while invincible.
[IMPROVED] Player Animations & Presentation: Enhanced various player animations and in-game presentation effects to improve the overall feel, responsiveness, and immersion of combat.
[BALANCE] Overall Difficulty Reduced: Reduced the overall movement and attack speed of Boss 1 to make the fight more accessible and easier to respond to. The overall combat tempo has been lowered to give players more time to recognize and react to its patterns.
[IMPROVED] Snow Map Pattern Visuals: Improved the visual presentation of the snow map pattern to make its attack range and progression easier to recognize during combat.
[FIXED] Phase Transition Issue: Fixed a bug where the boss could become permanently invincible if the player died during a phase transition.
[BALANCE] Slam Attack: The attack's hitbox has been adjusted so that it can now be avoided with a regular dash without requiring a jump dash.
[IMPROVED] Wall Rail Mechanic
Damage Removed: Removed the damage dealt when coming into contact with rail projectiles that can be attacked.
(※ Applies only to attackable rails.)
Visibility Improved: The visual indicator for when the rail needs to be hit has been made clearer.
(Yellow pulse ➔ turns blue after a successful hit, allowing the player to pass through.)
Visual Effects Fixed: Adjusted the rail's glow effect to reduce excessive brightness and fix unnatural-looking afterimages.
[FIXED] Pattern Issues
Fixed a bug where two rails would spawn at the same time upon landing.
Fixed an issue where the boss could not be hit by the map's lightning attack while jumping.
Fixed an issue where the boss could become stuck behind a wall in an invincible state due to an incorrect state transition during the jump animation.
Fixed a bug where the boss would occasionally move backward during combat.
[IMPROVED] Reflectable Projectile Visuals: Added a yellow glow effect to projectiles that can be reflected.
[IMPROVED] Reflection Effect: Reflected projectiles now permanently turn white after a successful reflection.
(Previously, they remained yellow even after being reflected.)
[BALANCE] Projectile Hit Sound: Further reduced the volume of the sound effect played when the player is hit by projectiles to reduce audio fatigue during combat.
[FIXED] Terrain Collision: Fixed an issue where the character could get caught on rooftop terrain, resulting in smoother movement.
[IMPROVED] Intro Sequence: Added a safety measure to prevent fall damage if the player falls off a ledge before the intro sequence has finished.
[NEW] Adaptive AI (Combat Tendency Memory System)
The boss now learns the player's combat style in real time and adjusts its behavior accordingly.
Aggressive Tendency: The boss reacts more quickly and provides less time for the player to respond.
Passive Tendency: The boss uses slower, heavier attack patterns to maintain constant pressure.
Invincibility Awareness: The boss recognizes when the player is invincible, stops attacking, briefly retreats, and then approaches again.
[BALANCE] Increased Overall Difficulty: Increased the overall combat difficulty of Boss 5 to provide stronger pressure and a greater challenge.
[BALANCE] Ranged Attacks: Adjusted the activation conditions so that ranged attacks can now be used even when the player is at close range, rather than only when the player creates distance. This makes close-range combat more demanding and requires players to remain aware of the boss's attack patterns.
[NEW] Parry Follow-up Attack: When the player successfully parries the boss's attack, the boss will no longer simply perform an enhanced melee attack. The player will briefly enter a staggered state, leaving them unable to act and ensuring that the subsequent enhanced melee attack connects.
[FIXED] Critical Issues: Completely resolved a freezing issue where the boss would stop moving and take no action during combat. Also fixed an issue where the teleport and basic attack patterns could activate simultaneously.