Devlogs
Crimson Update Part 1 Available Now!!
I overpromised a lot for the Crimson demo. Which is why I'm pulling a Minecraft Caves & Cliffs and releasing it in two parts.
Part 1 is AVAILABLE NOW!! Here is the glorious changelog:
- Overhauled tile set
- Options menu
- Control tutorials if you go idle in the prologue level
- Rewrote a lot of backend input code and installed a new API to allow for rebindable controls (which will be available in the options menu in part 2 of this update)
- Sunset Street 1 (level design subject to major changes)
- New enemies
- Crates
- Particles, VFX, and SFX
- Slamming (try combining it with dashing!)
- Removal of the paint bucket system
- Addition of overhead clouds on the world map
- Wall jumping (no animation for it yet!)
- New text box design and SFX
- New game icon
- Scene transitions
- Discord rich presence
- Cutscenes save to memory (i.e. unimportant scenes you've already viewed won't display again when replaying the level)
- Dashing can be done with any color equipped after red is unlocked
- Red has a "flamethrower" attack tied to it now! The way it looks and lack of sound for it is temporary.
- Reduce palette size from 8 to 4 colors.
- Palette quick-select has been changed from NumPad to WASD due to the reduction in palette colors.
- The boss fight in the prologue has seen some changes, namely with the speed of the spray can spike.
Part 2's release window is still TBD.
A feedback survey will be created in the next week or so to gather playtester feedback. I care about what each one of you has to say!