Balance Patch Plans - v0.2
Just want to give a quick heads up that I'm going to be putting out a balance patch in response to feedback about difficulty across platforms; It'll be a few days because I'm not going to have a lot of time to do so for the next 3-ish due to holiday plans and work, but it is on the way!
Current adjustment plan, will be updated with feedback:
- Increase player knockback, moreso on harpies
- Reduce player slidiness slightly to avoid slipping into enemies when attacking while moving
- Extend player grab recovery time
- Breakables guarantee a small health at minimum, instead of having a chance to drop nothing
- Enemies can correctly see through barrels and crates (more of a bugfix, but pretty simple to fix so I should just do it with this)
- Add 3rd save room to redwood expanse, currently looking at adding it to the right of the room just before the large treehouse room (this room will also link to more space above it when walljump is unlocked, so just a logical spot to put it)
- Add save point to Sketch's room (again, also just a logical move if it's an NPC room that should be a fast travel destination when implemented)
- Remove fodder slimes from double squirrel room
- Squirrels deal less damage, have more clearly telegraphed ranged attack, and no longer go ice skating if they break line of sight
- Speed up player attacks, and remove animation lock
- Shrink Tanuki parry window slightly to match faster player attack speed
- Adjust Mage Glyph summon time to have a slight delay from the cast
If you have any suggestions, they would be greatly appreciated!
Additionally, some other things to consider that relate to balance stuff for the future:
The attack system is currently in a kind of Frankenstein state where I'm trying to make it work with the old attack animations, which are very quick. While I'm not going to be doing this for the balance patch, one of my current goals for a kind of in-between update is to do a proper overhaul of the main player attack with new animations that acts as a more traditional, slightly less rapid combo, as well as including a earlygame version of a dodge that solely works as a reposition with a possible counterattack combo. Directional and aerial attacks are also something that I would like to include, with the intent being to evolve towards a more movement-based platforming game where the main thing is less about actively defeating all enemies, but being able to avoid them, and defeating key targets that are active roadblocks (i.e. the Tanuki and other large enemies that can physically block paths).
Also, currently identified bugs; I'll need a little more time past the balance patch to iron these out, but they have been identified, will be updating this list as more are found:
- Tanuki will sometimes not play finisher (assumed Royal Guard also has this issue because they use the same finisher entry script)
- Tanuki will sometimes feint attacks for some reason. Kind of cool, but not intentional and messes with flow
Get VScroller
VScroller
Vore themed metroidvania
Status | In development |
Author | Pthalo |
Genre | Platformer |
Tags | Adult, Exploration, Furry, Metroidvania, Pixel Art, vore |
More posts
- v0.2 is live!1 day ago
- Devlog - June 202524 days ago
- Devlog - April/May 202567 days ago
- Devlog, March 2025Mar 18, 2025
- Devlog, Feb 2025Feb 10, 2025
- v0.1 Feedback Implementation PlansJan 01, 2025
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