Post-Kickstarter


Hi everyone, it's past the kickstarter end date and we did not meet our target goal so if you made a pledge, first of all thank you and secondly note that you will not be charged. It was all-or-nothing where the pledges would only go through if we reached the target. Nonetheless, I hope that everyone is looking forward to this new build. Alot of time was spent improving the game's balance, the snail enemy, and adding more sounds. Enjoy!

New Updates

- Added drop rewards after battles
- Changed the arena battles on world 1 for better pacing
- Updated the snail AI to encircle and trap the player in goo
- Snail now drops its shell on death to compensate for its high health
- Added a new slowdown mechanic when the player walks into snail goo
- Added ragdoll to snail
- Added a cooldown bar and count display to the dash's UI
- Added a new passive skill to increase the range of the telekinetic grab for more combos
- Added red health bar to easily distinguish damage to player
- Added sounds to pillow, trampoline, plates, pc monitor, collectible orbs, and health orbs
- Added voices for the clock when it is hurt and dies
- Added ambience sounds to level 2
- Added a new game over cue to play when the player dies
- Added a new vfx to differentiate candy mine explosions from clock explosions

Changes

- Updated the text on the game over screen to tie in a plot detail
- Did a glowup on the instructions UI on bottom right to make it more pretty
- Increases camera range for looking up
- Increased orb collectible radius

Bugfixes

- Redid the entire navmesh to fix issues where monsters spawned on bushes, trees, and houses
- Used better image compression on comic panels to reduce 160mb of space
- Fixed fireball collision with invisible hitboxes
- Enlarged skill icons for three skills
- Fixed Mirai sticking/spinning to house walls
- Reduced the duration to the poof vfx for performance improvements
- Fixed an error where the navmesh gets disconnected before its actions are stopped
- Fixed the camera collision in level 2
- Re-added the poof vfx when enemies spawn in (this time for real)
- Lowers the default number of pooled objects to reduce memory consumption
- Fixed the scaling on the compass graphic so it is no longer stretched
- Fixed a bug where the page flips had screen tearing
- Fixed UV offset on blue house floor and its support beam's scale
- Fixed camera and melee on oversized objects

Files

Beta 4.zip 227 MB
Sep 01, 2024

Get Eternity Gone By

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