Posted February 02, 2022 by Root
There won't be a detailed patch note this time. I've reworked a lot of the game to make it feel faster and more dynamic. Some changes also aim at limiting the amount of moving objects to normalize the performances of the game. Unfortunately, some stuff didn't transition to this version so here's a quick list of that.
So, this update took a while to come. For a while, I didn't know which direction I wanted to take the game. My first instinct was to make it a Rogue-like, with perks, and upgrades. But at the same time, I didn't want to break the base gameplay which really limited how interesting the upgrades could be. The Early Access 2 was close to the best version I could make it but still had no depth to it and halted gameplay to force players to read. I stayed stucked there for a while but inspiration came back when I started playing around. Games like Devil Dagger, Tormentor X Punisher and Post Void gave me a good idea of what pacing a game like Spin Knight could have. Simple gameplay and good action that elevates it. This is what I tried to achieve with this update and how I'll try to push the game forward too.
In no particular order: New mobs, maybe bosses, probably a mobile build and an actual setting menu. I also started a new project I might share here soon.