Shady Knight is a first-person skill-driven melee action game centered around swift swordplay, acrobatic archery, and fluid platforming that seamlessly blends combat and parkour skills into a stylish dance of death full of creative chaos.
After watching countless vids, [b]I saw that for many players, the behaviour of the Blessed Deadman was the furthest thing from my desired gameplay experience.[/b] Instead of being a perfect enemy for experimentation, they turned out to be a bottleneck for your creativity. And that is NOT what Shady is about!
The following changes don't affect high-level play, as you still need to use as many moves and abilities as you can for a stylish play, and the enemies aren't weaker, but I hope they will make the game more enjoyable for all players, and help new players get to the true shady experience I indented to make since the day one of this project!
[h2]Enemy Improvements[/h2]
[b]Blessed Deadmen
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[*] They won't block EVERY frontal attack! Combo your moves and show them your wrath: Slash then Kick, Throw-a-Sword then Grapple. The old weaknesses are in power i.e. throwing a barrel or striking from behind are always reliable options!
[*] They won't launch a projectile from behind.
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[b]Blessed Spiders
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[*] Increased delay before explosion,
[*] Slightly better visuals for differentiation. There will be a better readability improvement for all blessed enemies in one of the future updates.
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[b]Regular Lancers[/b]
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[*] Regular Lancers won't use the Skyfall Strike anymore, they're already an intense enemy and you should have a chance to learn their base moves first,
[*] There's a hint on how to deal with the Skyfall Strike on Carcass before you meet the first Blessed Lancer.
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[h2]Other Improvements[/h2]
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[*] Taking damage won't stop you from finishing a level with S RANK, a good game is a good game! [b]Only SS and SSS RANKS need no damage![/b]
[*] Thicker collider for ZipChains, as most of the time you land on them with a high fall momentum,
[*] Slightly thicker collider for the Climb Chains,
[*] [b]Kicking a barrel/object now stuns an enemy[/b], to make this move a bit more special compared to the easier-to-perfom object throw!
[*] Fixed consistency of the boat launch. The arc when entering a level for the first time (the boat cutscene) was slightly different from subsequent runs.
[*] [b]Slide Slam has increased distance and angle[/b] to make slide slamming more doable/fun mid fight.
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[h2]Fixed Bugs[/h2]
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[*] infinite Chained Dropkick (when an enemy dies during the dropkicking)
[*] inconsistent boat launch. The arc when you first time enter a level was slightly different from the next ones due to boat arrival cutscene.
[*] [spoiler]Fixed bug when combo x99 and higher would break the Arena[/spoiler]
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[h3]Improved levels[/h3]
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[*] Added more necessary gameplay hints for the last two hubs.
[*] Slightly improved Nexus layout with a clear indication of which hub portal is the next one.
[*] Once you've completed a hub, you'll see a warp point next to its entrance portal, allowing you to warp to the exit in the blink of an eye!
[*] [spoiler]The last parkour challenge Living Stairs was impossible! SORRY if you tried to complete it, I know you were flawless! The level layout was improved. The shadow has a correct target time.[/spoiler]
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There are many question regarding adding a complete move-set list to the game, a sandbox arena, etc. so I think my next post will be a roadmap / my plan for the first content update.
I need some time to recharge and play some amazing demos now.
[h3]As always thank you for playing and for all your amazing reviews!
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Yours,
cptnsigh