Small Update v1.1.0


Patch Notes (Fragile Knight Update 1.1.0):

  • Improved collision quality between walls (especially ground) and the player/enemies.
  • Add more templates to increase variety in run gamplay.
  • Added logic to prevent templates appearing twice in a row, down from 10% to 0%, should make platform formations feel more organic and less repetitive.
  • Decreased maximum horizontal speed, increased shield rush and wall kick velocity to compensate for this. 
  • Increased combo bonus from chaining wall jumps, decreased height of wall jumps to compensate, will result in better feeling wall jumps.
  • Increased ranges for wall and ground detection by around 30-40% each, should be a little more forgiving now.
  • Increased input buffer window for wall jumps by 50%, should also make them feel a bit more consistent.
  • Improved water sprites on other aspect ratios (eg. 1036x768)
  • Added a 20% chance for a given enemy not to spawn, meant to add some more interesting difficulty balances and slightly easier gameplay.
  • Prevented player from being able to "turn around" while performing a rush, will stop them from dying to enemies that they are facing and should not be hit by during the rush.
  • Increased acceleration and deceleration while airborn due to decreased movement speed.
  • Decreased charge time for shield rush by 0.1 seconds, feels a bit snappier to control now.
  • Added in-run timer to give players a better understanding of the difficulty progression and their progress through the run while it occurs.
  • Slightly changed the way water behaves at the beginning of a run to get it lined up with the new in-game timer, should not affect difficulty at all.
  • Reprioritised and balanced some titles to make them appear more appropriately ("meanie massacre" now triggers with 50% kills instead of 60%, "mountain climber" requires 1500m instead of 1000m, etc).
  • Split 'Fragile Knight' title into 2 sub-titles to differentiate better, one for dying to spikes and one for dying to enemies.
  • Removed initial "Water Rising!" animation to account for new behvaiour at the start of a run.
  • Adjusted spike hitbox to be more forgiving when the player is colliding against a wall with a spike on top.
  • Made the player immune when the run win transition begins in order to prevent dying as the screen fades out.
  • Added explanation for each title at the end of a run to help clarify what they mean.
  • Renamed some titles.
  • Decreased descent speed when sliding against a wall.

Thanks for playing Fragile Knight!

- Prometheus

Files

Fragile Knight.zip 57 MB
Apr 06, 2021

Get Fragile Knight

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.