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The Wrong Village · public · first seen

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Major update · published by the developer

Major Update

On Steam

The Wrong Village just got a lot more alive. This update is all about how the game FEELS: every punch, every fall, every pickup.

COMBAT THAT MOVES

  • Fighters now breathe when they stand, lean into their walk, stretch in the air and squash when they land.
  • Attacks have a wind-up and a lunge: you see the hit coming and you see it land.
  • Knocked-down fighters bounce off the floor before they settle.
  • Heavy hits punch the camera in a little, and the last enemy of a wave drops in slow motion.
  • Your special, finisher and air kick leave a blue after-image trail.

READ THE FIGHT

  • Big enemies now turn red while they charge a heavy attack, so you know who is about to swing.
  • Defeated enemies flash and fade out instead of vanishing.
  • A red vignette pulses when your health is low.
  • The combo counter moved to the side and only appears from 4 hits, so it no longer covers the fight.

POWER-UPS WITH PERSONALITY

  • Cheese, watermelon, milk flask, coffee and the golden horseshoe now drop in with a bounce, pulse and glow in their own colour, and blink faster when they are about to disappear.
  • Grab one and it bursts into sparks and tells you what you got: +45 HP, +25 SPECIAL, SPEED UP!.

GO >>

When a room is clear, a big GO >> arrow now bounces on the right of the screen. First-time players always asked where to go. Now the game tells them.

FIXES

  • The service station shop (level 2) had a black band at the top and bottom of the screen. The floor and the ceiling now fill the whole picture.
  • Dust now kicks up from your feet when you run and when you land.

New to the game? Pick one of four family heroes and take on eight levels of thugs, dogs, a jaguar and a few surprises, solo or in 2-player local co-op. They picked the wrong family.

Play it, break it, and tell us what still feels off. A review on the store page helps a small game like this more than you would think.

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