The major update I promised finally got pushed and published a couple days ago. Please come and take a look! Lots of QoL and major updates! Thank you!
- Skye (General Development/3D Artist)
Thanks for the comment! I tried to add subtitles to the video files, but that seems to be really finicky in Unreal's movie editor. I may give it another go at some point in the near future :)
As for the motion blur; I hear you. I've not looked into that sort of setting but I'd LOVE for a way to turn it off myself. It strains my eyes too much lol
- Skye (General Development/3D Artist)
Our apologies, honestly. We had another version that we were attempting to build, but we just ran into a really stupid issue that wouldn't let us build the game, so had to go with an older build. Alas, we should have a new build posted later today as a major update with several bug fixes and QoL improvements.
- Skye
Thanks for the Feedback!
Ah! I knew we forgot something! We turned that on to check collisions with enemy's and forgot to turn it off lol.
We added controls on the main itch page where you click on the game icon on the submission page. We were gonna have it so it tells you when you unlock the abilities but since we forwent that part of the game we kinda forgot about adding controls to the menu.
-Nick
Thanks for your feedback and thank you for playing!
Yeah we thought about making the sword block the bolts but we couldn't figure out a way to make it feel satisfying in the time we had with the recourses we had so right now if you block (I think) it does a 75% damage decrease. When we update it that will 100% be something we look into
I encountered this bug when we were about to upload but we were already over on time so we didn't have time to fix it. You're kinda right but what happens is the enemy's don't stop attacking once they ragdoll. They basically turn invisible while their bodies ragdoll, a timer will run and when it runs out the enemy despawns.
-Nick
There's no enemies under the bed, but if you go around the corner from where you start, into the "block city", you'll find enemies to fight.
Some of the "glitch prevention" ideas I implemented are a bit hacky, like kill volumes surrounding the play area. I plan to streamline the game and things like that later, but this definitely is more like a tech demo for what this game could be.
Thank you for your comment!
- Skye
I like this game so far. Only problem I had with it was that the wall-run would trigger as you're falling off a block when you want to jump, then it'd send you off in the wrong direction. It needs some coyote time. As well as bunny time, so that the jump input counts just before you touch the ground.
-Skye