Week 16


Detection range of freezables has been updated to reach wider.
Mover updated with the ability to move to multiple places in succession.
Work on the second half of Act 1 02b has begun.
New Forward Dash (Side + B) animation that fits the actual collision.
Vertical detection of Ground Pound increased very slightly (2 pixels)



After a few weeks of little progress, I'm happy I'm finally back on rythm.
Forward Dash (Side+B) posed a balance problem. I initially intended to reduce the collision box of the move to match tne animation, but as I was working on that, I realized that would allow Forward Dash to get places only ever meant for sliding puzzles, like the entrance to Act 1 (which is a subtle check on control knowledge). Adjusting  parallaxes to match respwns has also been an interesting pain I have not gone around fixing yet. There's afew other things I would like to improve and touch on, but with a small section of a level taking me literal weeks and the submission deadline for SAGE getting closer and closer, I have little choice but to implement now and fix later.

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