Post Jam Update!


Post Jam Update 1 of ?

I'm happy to announce that we've put our braincells together long enough to push out a post jam update, with a few tweaks and changes that implemented feedback we got during GMTK gamejam. We'll just give out a small list of changes and features we've done for the game.

Changes:

New main menu! Not much to say here.

Skeletons now show whether or not you can kill them with a bit of visual feedback that is noticeable enough to stand out without being too overbearing. The skeleton beat mechanic was very divisive and we ultimately concluded that the biggest issue players had was a lack of communication. Upon starting the level they couldn't visually spot what skeleton could and could not be gotten. 



Similarly, large slimes that chase you have also received an update, when a large slime can see you and it attempting to chase you, its eye will turn red. 


Enemies remaining has been replaced with x# remaining along with a visual indicator. This was done to better communicate what enemies needed to be taken out on levels that did not require you to take out everything.

Holding down WASD or Arrow keys now moves you automatically.

Finally when the player dies, after 1.3 seconds, the level resets. 

Bug Fixes:

The horrible death sound no longer plays when dipper attempts to drink a growth potion in a space they can't fit into. 

Game Freezing (hopefully fixed?)

Files

PostJamUpdate.zip Play in browser
12 days ago

Get Little Dipper's Big Adventure

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