Update Notes (Improved Spider Behavior, Bug Fixes, Small Improvements)

Shady Knight

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.

[h3]Improvements [/h3][list] [*] Improved Spider behavior (too aggressive for new players and even for bigger fights), [*] Slightly slower bite attack, [*] Slower jumps to make them more avoidable and fun for perfect sword throws, [*] When many only ONE can jump at a time to avoid unfair jump spamming, [*] Thicker rope colliders, [*] Increased impulse for the advanced Dash Recovery move. [*] The final boss is locked by the hubs. You don’t need high ranks to unlock the fight, but at least beat all the levels. [/list] [h3]Fixed bugs [/h3][list] [*] Fire Jars stop working after a few resets, [*] Reaching x99 combo on the secret arena is breaking the gameplay (stop being TOO good!), [*] Spear Parry counted as Sword Parry, [*] Results screen didn’t show the Green Frame when run is Flawless (after the first time). [/list] [h3]Hints and Level improvements [/h3][list] [*] Improved WRATH hub traversal bits, [*] Slightly reworked Ballista Glade tower, [*] New hints on Hunted (Weapon Boost), on Overwhelmed (Dash Recovery), On Blessed Heavies (Tangent Wallkick) [/list] My top priority at the moment is the first player experience, as the learning curve in my game is unusual. I see that half of the frustration with the game is a simple miscommunication/lack of direction but at its best and worst, Shady has always been a game full of hard-to-explain contextual tricks and moves. I'll do my best to invite more people into the fun zone. Thank you for playing! Yours, cptnsigh