The boss nerfing update!

Astral Court DX · published

Voila, your demands have been met! This update makes the Boss Trials either easier or fairer.

Here are the exact changes:

  • Most of the starting levels of DJ Septic's Trial have been altered. The later levels don't really change, but I reduced some shiny counts

  • The weird thin platforms in Demeanor's Trial have been changed to these cool spiky weight plates, that give the player much more room to work with. I was gonna do some level design changes also, but the arena change already helped the fight out a lot.

  • Mr Tickle's Trial has general level design adjustments + I removed the quick-swipe attack as it's kinda bullshit and RNG-based anyway

  • For The Judge I lowered the shiny counts of the 1st and 9th level, and the more overstimulating levels have been changed to remove some elements that caused said overstimulating

To those who want me to include the un-nerfed versions as extras, I've included the build containing the un-nerfed bosses on the game's itch.io page! So you can check that out:

https://lua-computa.itch.io/astral-court-dx

I do also have planned a content update that adds crazy hard-mode versions of each boss. So look out for that also!

There are also a few other things I have done in this update:

  • The Heart Cannons now move in a way that prevents them from desyncing - said desyncing I somehow have only realized happens post-launch

  • Taking advantage of how the new Heart Cannons work, the evil red versions that appear in Endless Mode now have a heightened fire rate. The fact that originally the Heart Cannon's fire rate HAD to be synced to where the cannons will be at x time didn't allow me to alter fire rates much, which I really wanted to do for this variant, but now I can!

  • People really want to give me money it seems. You should now be able to access my Kofi directly from Astral Court DX's main menu, though it may not work for some depending on PC permissions and yadayada (Unity's open URL function is weird like that).

  • The new weight plates in Demeanor's Trial have a cool special stood-on animation, I also gave this animation to the moving plates that are featured in both the Holy Trial and Mrs Tickle's Trial.

  • Fixed a grammar error in Demeanor's cutscene. My stupid chud life...

So what's next? Aside from my planned content updates, I'm gonna try to look into and learn more about game optimization in Unity. I've heard complaints of lag and crashes, I even experienced a crash myself recently. Sorry that this is even an issue in the first place, this is my first proper 3D game and also only my 2nd really big project - so frankly I'm not too experienced when it comes to optimization .

I also saw someone say it'd be nice to be able to continue with a campaign trial if you quit (or the game crashes) part-way through. This feature is almost finished, but there are a few bugs I need to sort out with it so I haven't been able to include it in this update. Hopefully it should come out soon. I am not gonna be able to work on the game much for the rest of this week, so hopefully this feature should come out sometime next week.

Alright that's all! Have a good day/night, everyone!!