Heartless & Dreadful: Return by 72 hours cover
Heartless & Dreadful: Return by 72 hours screenshot
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Heartless & Dreadful: Return by 72 hours

Patch v1.127 (Main)

give me your liver.

- Malice's projectiles can now be parried/reflected.
- Malice's attacks have been de-randomized, instead he attacks in a pattern.
- Malicereceived additional attacks, will now switch between grounded and flying state. Basically, the projectile spam has been reduced a lot and it's better to fight overall as now you get to use your normal grounded moves a lot more often.
- Fixed an issue where the Sinner mode was set incorrectly in a cutscene.
- Sinner gauge no longer "unlocks" for characters that is not Shamir.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.126 (Main)

Look at me ma, I work on two things at the same time.

- Added a missing effect to boss Seth's lunge move.
- Adjusted Dominika's battle theme a bit. Yeah it's kind of why I didn't put the new tracks into the soundtrack just yet.
- Adjusted it so that one memory fragment in the final fight spawns properly in the air.
- Adjusted the last boss fight music to be less ear grating.
- A certain spoiler boss now teleports in preset positions instead of random positions. That prevents him from teleporting behind the invisible wall in Tower Of Blood.
- Bosses with player-esque movement tag no longer have snappy animation transitions, so the Knight no longer gets a seizure when you are locked on on him in a specific distance.
- Fixed Seth's fire spit aiming at the wrong direction. (WHY did I have 4 different projectile spawning methods in code...? What a mystery. I don't know either.)
- Fixed boss Knight's physics for the juggle attack.
- Fixed the difficulty setting not properly applying in the training mode. (Oof.)
- Slowed down attack animations of boss Knight to be more readable. He suffered the most from this. No more sudden unavoidable juggle.
- Other minor fixes.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.125 (Main)

Hi, I've been prototyping more this past week.

Working on a new project slowly. I really need it, to not get burned out on game development.

It's turning out quite well so far. I do very much like the new visuals. No more pixel stuff this time.

I've also got some sort of cutscene system working for that new project, too.
(The implementation is awful. Shocking.)

It'll likely lean a lot more into visual presentation rather than descriptive presentation this time. Bread and circuses, and all that.
Though, it's still on a lower budget side. (aka none at all!)
So don't expect anything grandiose for whenever the next thing comes out. But I think it'll look... nice.

Anyhow. It won't be an action game. And I likely won't release a whole new game immediately.
Thinking about making at least one episode, just to gather interest, maybe. See where it goes.
Then decide if I want to make the full thing or not. In any case, stay tuned for some news someday.

As for Heartless & Dreadful, its still here.
Like I said before I feel a bit burned out working on the same thing for so long, (I mean, look at the update history, lol) but I still want to rework the boss fights to be better.
Just need some brainstorming and hope that the old code will handle it well when the time comes.

As per usual, if something broke, let me know.

- Mission 09, 12 - Adjusted enemy spawns for each difficulty.
- Fixed enemy projectiles only targeting the player and ignoring allies. (This happens like only once in the game, but it's fixed now.)
- Corrected final score calculations. Because whatever I've done before was stupid.
- Reduced enemy aggression on the higher difficulties. They still attack very often, just in a less "impossible" rate. Giving enough time for the dodge to reset at least.
- Fixed the last enemy type shooting into the ground. Not sure when that happened, but it is fixed now.
- Fixed the grounded shadow disappearing when standing under certain angles. Or at least, it should be fixed. I dunno, sometimes it still just poofs away. I am just glad it reached the point where if there's anything bugging out, it is something super minor and not destructive.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.124 (Main)

The lag was making me mad because it never showed in the Profiler (performance analysis thingie) what was actually causing it.
Good thing a proper debug build did.

- Mission 08 Adjusted enemy spawns for each difficulty.
- Fixed an issue where enemy projectiles would flicker for a little bit when spawned. (That caused snipers to misfire occasionally.)
- Fixed the major frame drop when many enemies get spawned in. If you were on the weaker CPU and experienced major lag there, that should help.
- Refixed playable Enerith getting stuck and sliding on the ground when using one of his moves because apparently I broke it at one point. Good job, me.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.123 (Main)

Lemme know if anything broke.

- Added a bandaid for a rare situation where the enemy may get destroyed, but instead doesn't and spawns a ton of blood, causing the game to freeze/lag.
- Melee enemies will no longer attack off-screen on higher difficulty settings.
- Minor balance changes. Damaging enemies now always cancels their animation, not just when the damage is high enough. *Excluding bosses, of course.
- Minor sound effect adjustments.
- Mission 04, Mission 05, Mission 06 - enemy spawns have been adjusted for each difficulty option.
- Ranged Enemy Knights have received an additional attack, which is less obnoxious than the other attack.
- Reduced RAM Usage for each mission.
- Teleporting should no longer cause you to clip in the ground underneath the enemy IF you try to teleport towards the enemy when under ground, instead it should keep you in the starter position.
- Warbeast's second attack has been adjusted to be more visible.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.122 (Main)

Sorry, busy life so its a smaller update. But I am still workin on it.

- Fixed Grindblade's scabard/sheath appearing for no reason when jump cancelling out of combat.
- Fixed a minor issue where jump cancelling on an enemy when you are "not in combat" would play an idle animation instead of a jumping animation. It should also fix it appearing out of nowhere when jumping.
- Improved input handling of Shamir's Comet (Reversal)
- Reduced garbage collection (code stuff) when enemy simply "exists" in the scene, so minor performance improvements. Turns out I had an unoptimized method for detecting whether or not a value for animator exists.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.121 (Main)

No witty comment here :( lemme know if something broke.

Adjusted damage recieved values for scoring on HH and DMD. Get hit, you'll be fine.
Fixed an issue where the red hit effect would remain on playable Knight.
Fixed enemy Shurikens not being affected by Sinner's passive effect.
Fixed Grindblade combo A inconsistency, somehow it stopped working right before. No clue why. Also added an effect to the scabbard attack so it feels better.
Fixed slight jitter when changing from one fixed camera position to another.
Mission 02 and Mission 03 - adjusted enemy spawns for each difficulty and score counter. So different enemies for different difficulties. The adjustment for other missions is still in progress. Yes, it's slow. Sorry, normal job is in the way.
Sniper enemies now rotate properly instead of facing another movement checkpoint when aiming at the player.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.120 (Main)

I was crazy once.

General - Fixed a rare issue where marionette master would overheal the marionettes.
General - Minor collision fixes with projectiles.
General - Warbeast received a new attack.
General - Enemy knights (Not boss) received an anti-air attack.
General - Fixed checkpoint position not setting properly when "restarting from checkpoint" after the upgrade to Unity 2022. Thanks, thanks thanks thanks. thanks. thanks unity. thanks. one line of code, one. One.
Sinner - Fixed Sinner's sword being visible when it shouldn't.
Sinner - Fixed an issue where you could spawn wrong grounded projectiles/effect when specific weapons like Grindblade were selected while in Sinner mode.
Sinner - Fixed an issue where Sinner's air attack wouldn't properly jump cancel visually, it worked, just the visual got stuck on the screen.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.119 (Main)

An engine update changed how some collisions and physics are handled.
That's why this took a bit longer than usual. Lots of things were broken... but I fixed them all, I think. I tested a lot and the game is beatable. If something breaks, I am going to SCREAM. As usual please let me know if there's a bug, after all, I can't fix a bug if I don't know about it's existence.

- General - I've updated the rest of the levels to the new system to support different enemies for each difficulty setting.
However, I didn't add the actual enemies there yet. So the spawns are old for now, only easy/normal/hard/EN are going to stay the same, the rest will be updated. Working on it. It's just manual boring work. Had to replay the game multiple times to make sure it works too, what a way to get burned out!
- General - Damage taken score counter has been made a little bit more forgiving. So getting hit once wouldn't ruin an S rank run.
- General - Fixed Tower Of Blood breaking when it's meant to spawn enemies in order.
- General - Fixed an issue where a friendly NPC wouldn't stop running away from the player when out of combat.
- General - Fixed an issue where enemy projectiles would get destroyed when they hit an invisible trigger.
- General - Fixed an issue where the enemies would be visible for 1 frame before playing their spawning animation. HACKY shit, it feels like a unity bug, but whatever. I made it work. What they don't tell you about gamedev is how much hacky bullshit you have to do in order to make things work.
- General - Updated the engine, had to due to some features and stability. Won't mean much for you as a player. Sorry for the extra download.
- General - Just as the engine update, the SDKSample has been updated as well. I've added support for enemy spawners (It's called SDK_Prefab_Spawner, you can pick what or who to spawn there on entering the trigger.) so you can create your own little practice area now. Ideally in the future, I want to add the Training settings as an option you can enable there as well.
- General - Minor visual updates. Don't worry about it.
- General - Training - The enemy that gets spawned by the user interface is now using a proper reworked versions instead of the old deprecated ones. I missed that somehow.
- Tower Of Blood - Fixed many issues post enemy prefab variant update that were soft locking progress.

Levels created with older SDK version will still work after this patch, but it's always recommended to update just in case.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.118 (Main)

hi. buggy bugs, bugs bnuuy. fix. bye. AAAᴀᴀᴀₐₐₐₕₕₕ...

As part of the enemy rework, the enemy spawns will be adjusted to be different for each difficulty.
This should make replayability more fun. (At least I hope it will.)
Also this update brings garbage collection reduction (stupid coding term), you should see performance increase with this one. There's still more I could do on the CPU side. I am investigating.
As per usual, if you found something. Please report it. I can't fix what I don't know about.

General - Mission 1 enemy spawns now vary based on the difficulty selected instead of just multiplying the current enemy count. This will be updated for other Missions as well over time, this requires manual work.
General - Fixed enemy rage effect not attaching to their heads properly after the rework.
General - Reduced the follow range of homing enemy projectiles as they could be too hard to dodge, especially on higher difficulties.
General - Further CPU optimizations for the enemies and the player.
General - Adjusted the visibility of Reech. The self exploding enemies to be now more visible in combat. Yeah, a big arrow was not enough.
General - Enemies should no longer randomly spawn under the ground in rare situations on high framerates.
General - Also fixed a failsafe from one of the previous patches not working because I've goofed up.
General - Reduced RAM usage by a bit.
General - Enemies and player no longer get confused (stuck) by the rain puddles.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there, just game dev slop and occasional garbage i enjoy. If you like that kinda stuff, consider a follow.)