Taking damage before was temporarily disabling a script that could have caused the player physics to act inconsistent if they were in the air. Now when the player is damaged while airborne there is one frame that cuts the velocity of the player physics in half instead. So when you are damaged in the air, you will now lose speed but hopefully it will be consistent. The experience while grounded will remain unchanged.
Let me know if there are any issues or questions, thank you
Controller Requirement clarification
This patch is to clarify the Controller requirement. There were confusing bindings and UI that were misleading. Trying to clean that up. You can still use the mouse in the Menu but not in gameplay. Same with the keyboard, the esc key is still available for menu items if you need it but not in gameplay.
Everything in the game can be done with controller, including menus. The game was originally being made for the Xbox which is why I used the Xbox controller for all the references, but I believe it is also the primary controller used for Steam games, so hopefully it will be the Controller used most times. Any equivalent controller will also work, but the in-game Text and Graphics will show the Xbox Controller bindings. SteamDeck controls also work great since they follow the Xbox Schema.
I also added some more prompts and graphical hints in the beginning of the game to try to make things less confusing when you first start out. There is a dialog prompt that tells you how to jump and some general hints about which direction to go on start and also what enemies do what. I hope it helps, let me know if there is any more feedback.
And I do apologize if you wanted to play with Keyboard and Mouse. I wanted to make it work well but I couldn't : (.
Tiny graphical glitch fix
Sorry about that, last patch had an element that should have been hidden in the opening scene
Minor performance updates
Some minor performance updates regarding shadows. Also some in-game objects to help with hints at the beginning.
Resolution selection patch
Fixed an issue where it wasn't showing all possible resolutions. Also some minor updates to the Castle Level design.
Fairly impactful update
Hopefully there are no issues 🤞. Changed the way the levels work in the menu which required a lot of foundational changes. Also can see all the levels now even the sort of intermission levels. Still need to make it look nicer that will come soon.
Biggest change is probably in the physics, Anna now builds up speed as she runs, some felt the movement seemed slow and hopefully this will change how that feels quite a bit. Also changed some of the dampening happening on the grapple mechanic which should make her feel more springy there as well. There will probably be some level design issues, I tried to fix the ones I saw but you can get to places you couldn't before so I am sure some will come up.
Let me know if you have any feedback, thank you
fix a possible issue with loading tutorials back to back
Fixes an issue where if you loaded two tutorials back to back the game would lose your progress. Pretty big issue if it happened, sorry. Hopefully fixed now
Minor performance adjustments
Changed some of the rendering loops to be more efficient.
bug fix
fixed an issue in the start scene not loading
QOL improvements
Castle Scene redone with new graphics and slightly different mechanics Added more prompts for scenes and items that might need explaining Changed the Dash to be more responsive to input Added some visual elements to almost all the scenes
Let me know if there are any issues or suggestions