Small Update v1.1.0
Fragile Knight » Devlog
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
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Fragile Knight
Made for the 7DRL Game Jam.
Status | Released |
Author | Darcy Matheson |
Genre | Platformer |
Tags | 16-bit, 2D, Seven Day Roguelike Challenge, Atmospheric, Controller, Pixel Art, Retro, Roguelike, Unity |
More posts
- The Development of Fragile KnightApr 07, 2021
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