This update adds some new features, changes to basic gameplay, and an assortment of other changes and fixes.
New Map System
A new map system has been added to the equipment screen, highlighting various points of interest (and more after you've obtained the visor upgrade), your location, and basic stage progress.
By default, the map will show your location, all transfer points, and the boss door. After finding the visor upgrade, it will also display powerup locations, and will mark ones you've collected.
Coyote Time
You now have an additional window of time to jump when running off ledges accidentally, making leaps a bit more forgiving.
Dashing and Melee
While you could both move while attacking and jump to cancel melee attacks before, you can now dash to cancel melee both on foot and in the air (when air dashing) with most melee weapons.
Additionally, there's a long list of other more minor updates!
- The game now defaults to medium graphics when booted on Steam Deck.
- The game now shows your stage time and total playtime in the equipment screen. Additionally, the loading screen has been reformatted to show more info. (old files might display strange info here sometimes, but newer files should fix this).
- Nerfs to some mob types.
- Platforming windows in some stages have been made more forgiving.
- Cameras made slightly smoother, and some camera zones have been made simpler for less camera movement.
- Spear now always has full range from the start.
- Hospital beds spawn faster.
- Changes to preloading for less pop-in.
- Stage timer no longer runs while the game is paused.
- Stage time rank thresholds made easier.
- Hit rank thresholds have been increased.
- Most interactable characters now have a rim lighting effect.
- The Giga Meter is now a radial meter, instead of a spinning wheel.
On the Horizon
There are a few other changes I'd like to get to in future updates, such as more stat displays on the loading screen, showing a collectible count on the stage select screen so you don't have to enter one and open the map, a few more camera tweaks, and a weapon wheel (which was alluded to in 1.1, the game is designed so all of your abilities and inputs fit on a basic Xbox controller layout, but there are some cases like melee weapon switching that don't factor in).
For the time being, I've been trying to address comments about responsiveness by bringing combat and movement blending up to parity with other similar titles, adding things like coyote time, and addressing some of the game's challenges to make sure they aren't overly difficult with a default moveset (contained in the previously mentioned stage platforming changes).
As always, I'd like to make changes based on feedback, so feel free to leave a comment on the discussion forum if you run into any issues or something you'd like changed!
[ 2024-04-01 23:13:05 CET ] [ Original post ]