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Alpha 1.17 - Tutorial update Developer commentary: This was originally going to be a lore update, where the game would finally receive some "story" injected into story mode, but after I attended a game dev playtest event, I was convinced that the game seriously needed at least a basic tutorial. Perhaps sometime in the future I can make a more inspired tutorial, but for now I believe this is sufficient. To be honest, from a technical point of view, making the tutorial was unbelievably boring, which I kind of expected. Guess I had some clairvoyance on that. It required a lot of repetition and using of the same methods over and over with tiny manual changes here and there, which I suppose is just the nature of making scripted content. Whenever I introduce Clairvoyance to someone, I usually have to tell them, "use the training level to learn the controls". While the training level has a giant billboard labeled "CONTROLS", a lot of people (even seasoned gamers) often still didn't pick up on extremely basic things, such as turning around or dashing. I think it is a case where too much information is packed into too small of a space. This is definitely not helped by the fact that there is a lot of distracting buttons in the training level UI. Furthermore, the level of communication given to the player on gameplay mechanics was in a straight up dilapidated state. If you wanted to know exactly how something works, you either had to deduce it by observation, get lucky with a tooltip in the randomized hints, or dig through the walls of text in the instructions page. A brand new player needs a bit more guidance than a raw list of keybinds. If I introduce things piece by piece and contextualize them at the same time, it's probably a much better teaching method than to dump it all on someone at once. It's not like I'm using groundbreaking teaching techniques here or anything here, but it should be enough for give most players a smoother start. -Dan -Added tutorial -Blue/red glow for move fixed when facing left -Buttons now make a small noise when clicked -Fighters missing attacks now plays a swoosh sound -Jump kick now kicks slightly higher and will more consistently hit the head of an equal height fighter -Damage reduced from 100 to 70 to compensate -Added option to toggle player attack visual -Added a safety to the reset data button -You can't hide your mouse anymore when in a menu screen -New arcade mode boss spawning algorithm -Staff wielding tank: guaranteed every 3 levels, 30% chance ever other level -Fast boss: Every 7 levels, or 20% chance every other level -Heavy boss: Every 10 levels, or 15% chance every other level -Backgrounds extend further downward to fill the screen -Knife stab and slash animation adjusted -Fixed typo for inertia enhancers -Fixed enemy heads snapping into place after stun animation ends -Fixed knife spawning in wrong direction -Balancing: Energy costs for many moves slightly buffed -Roundhouse kick: 40 -> 35 -High kick: 50 -> 40 -Push kick: 45 -> 35 -Jump kick: 60 -> 50 -Flying kick: 70 -> 55 -Axe kick: 50 -> 40 -Elbow: 20 -> 17
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