Alruna is a compact and high-density Metroidvania, with a focus on sequence-breaking and playing things out of order.
Good evening, everyone!
After running the [b]Alruna Demo[/b] through the [b]Steam Next Fest[/b] in February, I have now put up a new, updated version of the demo, with a whole lot of fixes based on feedback.
We had a discussion thread up and running during the [b]Next Fest[/b], and I’m very happy to see so many people taking the time to bombard me with their opinions!
Here are a few of the major changes to this updated demo version:
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[*] The super-jump now takes an even shorter time to charge up. The controversial charged jump is still in the game, of course, but it’s quicker now, and it feels bouncier and more like a little hop-skip-and-a-jump.
[*] It is now possible to attack while crouching! Long awaited feature. Perform a low-hit by crouching down and attack. (This screwed up a boss later in the game, I had to adjust that!)
[*] It is now possible to “buffer slide” through little holes.
[*] You can now let go of ladders by jumping, look left and right while crouching, and crouch again and again by just holding down the button.
[*] The game’s button layout is now visible in the pause screen, and you can also flip the attack button to an alternative layout from the options menu.
[*] All placeholder music has been replaced with final tracks.
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Thanks again to everyone who participated in the Next Fest! The full game has a whole lot more areas to explore, and much stranger abilities to unlock. It also features the answer to the mystery of what to do with the blue water drops, which went very unexplained in the demo!
All the best,
[i]Niklas Hallin[/i]