Hey! I'm very happy to announce that the demo now has controller support and steam deck compatibility! Along with many other tweaks. Thanks so much to everyone for all of the awesome support and feedback as I continue to work on the full game. <3
- Brandon
[h2]✨ New Features[/h2]
[b]Full Controller Support:[/b]
Control the cursor with a controller, complete with a right-trigger speed boost. When using a controller, a [i]fake cursor[/i] will be enabled. A Controller Sensitivity option has also been added to the settings menu.
[b]Console Mode (Steam Deck):[/b]
The game now supports OpenGL, making it compatible with Steam Deck and full-screen play via Steam Big Picture mode. An option to launch in Console Mode is now available when you launch the game through Steam.
[b]Pause Menu:[/b]
You can now press ESC to pause the game, opening a small pause menu at the cursor's location. The game can still be toggled by clicking on Swordy.
[b]Desktop Shortcuts:[/b]
Desktop icons have been added as extra flair when using an in-game wallpaper. They behave similarly to the Begin menu buttons.
[b]Room Navigation:[/b]
You can now navigate rooms using arrow keys, WASD, or D-Pad without needing to click on doors.
[h2]🔧 Gameplay Tweaks[/h2]
[b]HUD and GUI Overhaul:[/b]
The HUD has been revamped with dynamic resizing based on inventory, repositioned taskbar elements, and added HP text. The achievement menu has also been resized to be less tall.
[b]Boss HP Bar:[/b]
A boss HP bar now appears at the top of the screen during the King fight.
[b]Enemy Spawning Behavior:[/b]
Enemies now spawn away from the side of the screen where the cursor is located, hopefully reducing spawn-related frustrations.
[b]Fractional Stat Chance Rolls:[/b]
Integer-based stats with remainders now use chance rolls. For example, Amount of 1.4 gives a 40% chance to fire an additional projectile.
[b]Enemy Projectile HP:[/b]
All enemy projectiles now have HP.
[b]On-Screen Enemy Projectile Limit:[/b]
Limited the number of projectiles enemies can have on screen at a time for better performance and balance.
[h2]✨ Polish and Visual Updates[/h2]
[b]Pop-Up Text for XP and Gold:[/b]
Added +XP and +G pop-ups for clear feedback when collecting resources.
[b]Start Room Campfire:[/b]
A campfire has been added to the first room as a visual marker for the starting area.
[b]King's Intro Dialogue:[/b]
Added dialogue for the King on your first visit to bring more personality to the encounter.
[b]Developer Message:[/b]
A small developer message has been added to the start of the Calibration Wizard.
[h2]🗡️ Weapon Changes[/h2]
[list]
[*] [b]Fishing Pole:[/b] Revamped to grapple and fling enemies away. Upgrades allow grappling more enemies, and "Amount" now adds additional fishing lines.
[*] [b]Minesweeper:[/b] Added a slight detonation delay, allowing more enemies to be caught in the blast.
[*] [b]Pointers:[/b] Now always active during combat to make them more effective.
[*] [b]Pinball:[/b] Now bounces endlessly off enemies without removing the projectile.
[*] [b]Cookie Crumbler:[/b] Manual clicks now deal 25% of the weapon's base damage (minimum of 1).
[/list]
[h2]🔧 Enemy Behavior Changes[/h2]
[list]
[*] [b]Fairy:[/b] Movement heavily nerfed; they now flutter toward the cursor instead of large circles.
[*] [b]Purple Mage: [/b]Projectiles now move in small circles toward the cursor.
[*] [b]Skeleton Mage:[/b] Bone circles have smaller radii.
[*] [b]Fire Mage:[/b] Fireballs are larger, slower, and leave a small fire trail.
[/list]