Posted May 11, 2021 by DDmeow
#game feel
More dramatic effects on player and HUD when hit by enemies. Added tutorial on new skills. Fixed weird wall sliding. Improved support for mouse and keyboard. Removed redundant UI in the PC version. (+ boring bud fixes)
Added a brief time-stop, blood spatters and impact when hit.
Broken heart animation on HUD when losing blood.
When health ==1, constant blood spatters shake and heart shake.
(I got the blood spatter from this free asset: Blood splatter decal package. With my own tuning to pink, of course)
Now when the player buys any new skills, tutorials for those skills will be loaded after leaving the shop.
It would start wall sliding immediately if the player jumps when running into a wall. After fixing, wall sliding only starts during the fall phase of the jump.
before:
After:
The game was originally designed for use with a game controller/keyboard. However, as WebGL requires a mouse click before playing any video or setting full screen, I have added a click-to-start button at the beginning of the game. This may lead the player to continue using a mouse afterwards, which would run into problems. For instance, Unity auto equates mouse-click with button-press and skipping the select part. Thus, causing the players to buy an item the moment they click on the button, not having the chance to view the description first. It actually happened when played by a Youtuber, TBVE 嚴選炒蔬菜. (Thanks for playtesting our game, TBVE)
Can’t select with mouseover:
After fixing:
Put a keyboard in the Practice Room for easy understanding.
As click-to-start to play video is only required by WebGL, it makes sense to remove this annoying button for the PC version.