This game is a challenging 2D action platformer with RPG elements inspired by games like Castlevania and Dark Souls. Skelethrone: The Prey is a free prequel to the main game, setting the stage for the events that will unfold throughout Skelethrone: The Chronicles of Ericona campaign.
Greetings, friends!
The time has come for a new update. All your requests have been taken into account and the following is a list of all the changes in update 1.0.0.3.
[list]
[*] Fixed character physics. Now the character feels less clunky.
[*] Improved character control while jumping and dealing damage while airborne.
[*] Added ability to cancel an attack by: jumping, dodging.
[*] Fixed character attack hitboxes, as well as hitboxes of certain enemies. You will not receive unpredictable damage anymore, this includes bosses.
[/list]
[h3][b]Now a few important improvements and fixes.[/b][/h3]
[b]The character animation that allows you to do a backwards dodge[/b] has been improved and will most likely be further improved. Some players have not found a use for this ability, yet this mechanic allows you to counterattack, dealing damage and bringing the character back to the enemy.
Here's a demonstration of the updated animation:
[img]{STEAM_CLAN_IMAGE}/43217858/86aa38a63f9cabf389e9be928427f1c94648b3c5.gif[/img]
There was a lot of feedback on the [b]impact of hitting enemies[/b].
This has been improved as well. A special indicator now appears when hitting and dealing damage, and the "shake" effect has been enhanced.
A visual demonstration, the gif is slowed down by half:
[img]{STEAM_CLAN_IMAGE}/43217858/d831d135acbcf6db8c4ca868e6e8fe90606e36e7.gif[/img]
Now, this gif uses real game speed and the damage is done on Mardek's Machine.
[img]{STEAM_CLAN_IMAGE}/43217858/d95206d828b9b3bdf0fc325a4f26103def3d5eb9.gif[/img]
[b]Сounterattack[/b]
After a successful parry, there is an opportunity to counterattack
[img]{STEAM_CLAN_IMAGE}/43217858/e0aa1053e41a386ab0d644b406870bc5e270d170.gif[/img]
[b]Now regarding the boss battles[/b].
Prior to release, I designed the bosses with those players that enjoy challenging encounters (at least Mardek's Machine and Sacras) in mind. I have decided to weaken them for the full release though. Now, with enough feedback from the community, it became apparent that for some players these challenges were incredibly easy. However, for others they were too challenging, to the point where some players even gave up on trying to beat them. As a result, the audience was divided.
There seems to be a clear reason for this. The game has Achievements that reward you for defeating bosses without taking damage. Those who like getting all the achievements may find some of the mechanics confusing or underdeveloped. In addition, problematic hitboxes may have ruined the experience.
While not all of this may be true, the decision was made to make some changes to the boss battles.
- The hitboxes of all three bosses have been fixed and brought up to date.
- Champion Sacras' lightning strike is now more predictable and due to the improved hitbox it is now easier for the player to dodge this ability.
- During the fight with Mardek's Machine, a special indicator is now displayed when the boss is about to land a ground strike. Previously, players could think they were taking damage from the claw when they were actually taking damage from the earthquake.
The indicator looks like this.
[img]{STEAM_CLAN_IMAGE}/43217858/e25416d5c1eca9106a8f653edbf3a83193cc1b4e.gif[/img]
In addition I would like to say that there are some non-obvious mechanics in the game. One of these was found by a community member.
You can literally parry rocks flying at you when fighting Mardek's Machine.
[img]{STEAM_CLAN_IMAGE}/43217858/c49c982365b15838242e248060eddc6fbc9b43f4.gif[/img]
Thank you for helping to improve the game!
You can join [url=https://discord.com/invite/89UKE37PuC]publisher's official Discord[/url] and chat directly with me!
I will try to reply whenever possible.
Good luck getting achievements!