Soon coming to Nintendo Switch! So here are fixes for you!

G'day friends, I've been hard at work porting Witch Thief over to the Nintendo Switch! Which is very exciting. I've just this week sent off a build to Nintendo for checking. But wait you ask, why are you posting about this on steam? Many of the fixes, improvements and optimisations I've introduced for the Nintendo Switch roll over to the PC build and make it even better! So lets get into that! [list] [*] [b]Object Pooling![/b] What does that mean? Pooling allows us to reuse many of the bullets and objects in the game that have already ran their course, instead of creating literally thousands of bullets within the first fight you get into, now only about 30 bullets need be created and can be reused again and again. Wow that sounds cool but what does it mean for me? Well the fun thing about pooling is that it brings big optimisations! Especially for CPU bound systems. This makes Witch Thief run better on lower end machines! [*] [b]Dungeon mode fixes![/b] Gone should be the days that your dungeon run ends abruptly when a room does not spawn. [*] [b]New loading screen tips and indicator screen[/b] This one isn't actually too exciting, but you will see a new screen as you open the game up [*] [b]Removed trailer enemies[/b] I've determined they just weren't fun and dragged out the fights they were in, so now they are replaced with more interesting enemies. [*] [b]And more![/b] Many more little fixes across the board! [/list] Cheers! Timothy