Balance and minor bugfix update

Ice Demon

How long can you survive? In this arcade-style game, employ hand to hand combat and freeze your enemies to get as many kills as possible before you are defeated.

Hello! It's been a while, but today I'm releasing some balance tweaks and fixes for Ice Demon. To summarize, certain enemies (namely berserkers and skeletons) were way too annoying for the wrong reasons, and have been toned down. Hopefully these tweaks are enough. Also, because getting the same boss to fight three or four times in a row can get boring, you now always get a different boss from the prior one during your run of a stage. All this and a bunch of other small things. If you unlocked the Heaven challenge, please give it another try, as it also was a part of today's changes. Thank you again for your interest in Ice Demon, without you I would be nothing. Please enjoy and have a good, safe remainder of the year. BALANCE CHANGES: -Jets take 10 frames longer (1 frame means 1 60th of a second) to react after entering flinch status. -Reduced the range of berserker's attack. (Hitbox is 10 pixels shorter in width. The change is so major that the sprite of the motion blur was also shortened.) -Reduced skeleton's HP from 10 to 9. -Reduced hyper skeleton's HP from 20 to 18. -After throwing bones, skeletons (both variants) take 10 frames longer to attack again. -Skeleton's bones have a red outline to make them easier to see, and their hitboxes before exploding were reworked (though the hitbox change might be very hard to notice.) -Hazardous explosions have a reworked hitbox to make more sense, and the hitbox is smaller overall. -The explosions of frozen explosives also have a reworked hitbox, however their hitbox is a bit bigger than standard explosions. -The hitbox of golem's thrown chair was shortened in width by 4 pixels. -After splitting, Chibeara's green energy ball attack has a shorter hitbox about two pixels all around. TECHNOSPACE FIX: -Technospace now spawns enemies from lower points. This change basically increases the time most enemies have to wait before they can attack. The new wait time is now a lot closer to that of other stages, as it was supposed to be. This change is also supposed to stop the dragoon enemy from starting his attack from off the screen if he appears during a boss encounter. BOSS MECHANIC CHANGES: -Fixed bug where hyper gladiators and hyper golems would appear as their standard variants on Carina Ruins during high difficulty levels on Expert. -When encountering bosses, you will no longer get the same boss to fight twice in a row. HEAVEN MODE REWORK: -Removed skeletons from the Heaven challenge. Doing this temporarily as a test, might keep this change. -Heaven's difficulty increases faster. -Tweaked the appearance of Heaven's arena. OTHERS: -The P and B crystals all spawn high in the air, much like the ones in Carina Ruins. This means you now have to perform a double jump to obtain the crystal, allowing you to perform single jumps in the center area without accidentally grabbing it. -Tweaked a few various sprites and other minor things to look better/make more sense.