Aegis Bugfixes + QoL Changes!
Advent NEON [DEMO] » Devlog
Thanks for playing! Turns out there were some key issues that got brought up by you guys, and I've tried to address as many of them as I could with this update.
UPDATE NOTES
>Hub doors and NPCs now display an "Up" arrow above them when they can be interacted with.
>Fixed bug causing the Aegis (Act 2) boss fight to not spawn Nodes.
-You all were ABSOLUTELY NOT supposed to be fighting that thing with next to no healing. Sorry for this fight being much harder than it should have been! But just for good measure...
>Aegis now has a wider window between attacks/combos during phase 2, but can still chain certain attacks in succession.
>Aegis' projectiles are all slightly smaller.
>Aegis now chains into a punch slightly slower after trying to zap you.
>Aegis now zaps you 4 times instead of 5 during second phase. Removes energy balls from final zap.
>Aegis now sends out shockwaves that move slower when smashing the ground.
>Loudmouth (Act 4 boss) shoots out 2 fewer sound waves during phase 2.
>Loudmouth's X and Y coordinates are now clamped during its falling smash attack to mitigate clipping.
>Sentry enemies now open up and are vulnerable more frequently.
Again, thank you all for playing and leaving feedback! This should take care of a lot of recent concerns you all have been having.
Files
advent-neon-win.zip 61 MB
Version 0.2.5-R2 Feb 07, 2021
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Advent NEON [DEMO]
Hyperactive 2D Action Platformer
Status | In development |
Author | CryoGX |
Genre | Platformer, Action, Fighting |
Tags | 2D, Beat 'em up, combos, GameMaker, Neon, Pixel Art, Singleplayer |
Languages | English |
Accessibility | Configurable controls |
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