![]() Our original character art for the HUD was made with a circular design in mind. Press down on the big blue buttons to cycle between entities and spawn up to 10 each! The new layout greatly simplifies the size of the stage and instead, gives you brand new enemy/object spawners to customize any variety of enemy, buffs, chests and destructibles you want to mess around with and potentially break for playtesting benefits. Our previous debug design had 50+ enemies spawned in at once and was greatly oversized, causing some lag and performance issues. Kane will have new lessons on offer as we continue to update the game with new moves and features! Feel free to practice your combos on Gidgit, your personal sparring buddy who will respawn as many times as necessary until you're ready for the real thing! Our new training stage currently comes with 8 quick tasks for getting new players up to speed with the games core mechanics, buttons and abilities. Curious players are encouraged to check it out to learn the ropes! Use the enormous window of opportunity to practice your dodging! If only that flashy overselling actually made their attacks stronger!įeeling rusty? Take a left at the start of game and you'll find a new building you can interact with! This area is completely optional and will not impact your stage score as progression will reset once you return to the streets. Kobolds rely on other heavy hitters to do the real damage, but will happily take the credit. Getting hit by a kobolds punch is like being hit by a pillow that hasn't been fluffed. Kobolds haven't been juiced up like other monsters and instead need to rely on their natural talents to fight, in which they are severely lacking. Their true strength is their endearing spirit and people skills! Just kidding, they are total pushovers and serve as the beginner grunts of the game. Our growing variety of enemies lacked meek front-liners! These little guys don't pack much of a punch and are generally easy to get belly down. ![]() Whatever codebase they're writing is already an abomination before god and they've barely even started.We have been hauling ass this month to deliver new stages, characters and core features to the game! One thing we always wanted to do in BBS classic was to have a tutorial hosted by Kane, which we can now proudly say is ready to play! I'm not sure what the hell they're doing. I played the old game this was based on ages ago, and from what I remember it was far superior. I'm sure that this will rake in 18 billion dollars a month on patreon due to furry money either way, but it's really not good. The animations are fluid but not very satisfying. You have to come to a complete stop but the enemies keep sliding all over the place. On top of all that the combat, which as of right now is all the gameplay there is, just feels terrible. The levels are procedurally generated but not in a particularly smart way- it spawned the win portal 5 inches to my right, so as soon as I started the game, I walked into it out of curiosity, and ended the game. Enemies only seem to latch on to your defeated character half the time, there's no way to get back up after being raped, it's way too precise to try and open up treasure chests. Frequently I'll start sliding along the ground or transition into another animation- I landed and randomly turned into the laying down/defeated sprite, sliding around on the ground on my belly until I jumped again and popped right back up. The character catches on the edge of platforms instead of simply being able to walk off, becoming stuck until you jump or dash out of place.
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