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
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[*] 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.
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[h3]Fixed bugs
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[*] 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).
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[h3]Hints and Level improvements
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[*] 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)
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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