Update Notes / Increased Grappling Range, Reworked Fire Shield Levels, etc.)

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.

Hi everyone, Here are the most important changes in the latest build: [h3]Reworked Levels: Warding Flame & Burning Air [/h3][i]Due to the abnormal difficulty spike. The introduction of fire shields was ridiculously brutal and even misleading as not only Fire can break them![/i] [list] [*] Added more hints on how to play with fire. [*] Tweaked layouts to give more space to fight with enemies. [*] Adjusted platforming bits to keep the flow. [*] More options for fire strikes (Fire Pots, Braziers). [/list] I hope the new versions are more in line with the previous towers and finally fun to master! [h3]The Grappling Range for Grappling Points has been increased significantly. [/h3][i]Moments where you can barely reach the point even in a jump aren't very shady. I want you to have more opportunities for epic comebacks from a fall or in the midst of action.[/i] [h3]Other Improvements [/h3][list] [*] Improved placement of the hint glyphs for new players. [*] Reduced the slow-mo effect when taking damage. The old value felt too disruptive, the slow motion is just there to give you a moment to decide what you're going to do when you're vulnerable. [*] Added a hint to the bonus levels to make the rules clearer. [*] Added more fall checkpoints in the second half of the game. [*] Added grappling points to arenas to give a chance of instant redemption. [*] Hubris' final arena exit platform improved. [/list] [i]+ some other tiny things I probably forget to mention. [/i] Thank you so much for playing, leaving feedback and for your amazing reviews! I’ll keep improving the experience. Yours, cptnsigh