MKM alpha 0.1q - Lamia, New Stage and New Skill
🕑 Added 2020-11-30 02:32:03 +0000 UTCEDIT: Updated the download links. Fixed the F10 key placing the player in the wrong spot (and the new game position), as well as the hurt sounds being duplicated.
The new stage is called "Abandoned Mines" and is the 1st part of the underground themed stages, and will serve as a sort of hub for those new areas.
Its entrance is located in the hill stage "Fae's Overpass". For directions, you can teleport to the pawn save point and proceed all the way to the right, and then downwards from the area with fairy nests and down the wooden beams.
Speaking of the teleporter, now pressing F9 will correctly populate the teleport list with all current save points in the game. As a reminder, to acquire the teleporter you must defeat the beach boss, located all the way to the left of the initial beach stage. You can press F10 as a debug option to be placed at the entrance to that stage and then proceed to the left from there.
The new skill is called "Sliding Tackle" and can be used to push away a group of enemies, or to navigate through narrow passages. Since this new skill is needed in order to access the new stage, for now it is dropped by the hill boss Nina. If you've already defeated her, then the skill will be there at her arena to be grabbed.
As for the new custom character added, it's the Lamia and she's quite tanky. At clse range she tries to lunge at Maya and when she's distant she will cast a strong spell that chases Maya. Per the original patron suggestion, her grab scene will be an oral vore. I'm finishing her scene up and in the next few days will release another version with the scene completed as well as potential bugfixes that might be reported for the new additions.
FULL CHANGELOG
+ Added a new mobility skill: Sliding Tackle
- The button that was exclusive to the dash skill (default D) can now be used to perform different mobility skills.
- To perform a dash is the same as always, and the new command to perform a sliding tackle is DOWN+D.
- To acquire this skill defeat the boss Nina. If she's already defeated, the skill will already be there at her arena.
- This skill serves various purposes:
- It can be used offensively to push away a group of enemies; some enemies are more vulnerable to it than others tough.
- Using it defensively to dodge under projectiles and take advantage of the invencibility frames.
- It is also used for mobility, in order to slide into some narrow passages.
+ Added the 1st part of the Caves/Underground stage: Abandoned Mines
- A vertical area which requires good exploration in order to progress through the labyrinth tunnels.
- Serves to teach the use of the Sliding Tackle when it comes to navigating small passages.
- Will lead into additional underground areas.
+ Added new enemy: Lamia
- Custom character that won poll #8.
- She is very strong and is best avoided, unless Maya has some form of explosive damage.
- The Lamia casts a powerful spell that summons a snake spirit to chase Maya. Try to move to the left and right to shake it off.
- The Lamia also tries to grab Maya at close range, so try to keep a distance.
+ Other Changes
- Added ladders to the game. They will help with exploring the vertical areas and stages.
- Added the button for toggling the internal view (default T) to the control config screen.
- Moving Platforms now have visual indicators along their path. These also indicate when they are ON or OFF.
- Pressing the debug key F9 now will correctly populate the list of visited save points relating to the teleporter.
- Pressing F10 will now teleport to the entrance of the "hidden" beach stage, in order to obtain the teleporter by defeating the boss.
- Fixed a bug that made some enemies collide with the player during their death animation.
- Fixed a bug that made Maya's jump reach the max height instead of a shorter height when the button was released extremely fast.
- Fixed a bug that occasionally messed up with the gravity scale if Maya fell too suddenly after reaching some platforms.
- Fixed the jump assist "coyote time" as it was not being respected when Maya was standing on a moving platform.
- Fixed enemies not correctly receiving hits from attacks in quick succession (noticeable when spamming throwing daggers)
- Other minor/undocumented fixes and changes.
Comments
Mega Blue Ball
Thank you for your feedback! 1) That minor visual bug is not intended, but as it's quite minor I won't tackle it for now. 2) Right, find a good way to convey to players which switches correspond to which gates is something that I struggled with. So a question: did you find insufficient the current "wave" that I send towards the gates/platforms that are affected by a particular switch? 3) Regarding the slide, yes it's indeed sorta awkward right now so I'll balance and refine its behavior as I go along based on feedback and more testing so I appreciate your input! 4) Regarding damage and other balances, I'm aware of all the points that you've brought up (as they have been brought up before). The overall game balance and damage balance regarding the grabs will be properly refined in the future because I don't want to dedicate too much time balancing things at this alpha phase of development. Thanks again for taking the time to write it all down, it helps me a lot!
odoto
Heya, some feedback from this update, doubt it'll get implemented next update since it's p late, but just some minor things. - A minor visual bug, but when you dash and do an attack in the air, the sword swipe is coloured blue as well. I assume this isn't intended since when grounded it's not? - Building on the suggestion above mine, a really simple way in my opinion to increase readability in the caves is to just add a smol coloured circle or something beside the lever & gate to show what its paired to. Would make things a lot less confusing. - The slide feels somewhat... Obtuse. At least in my experience. I found myself launching myself into enemies and off of cliffs repeatedly, because it just goes a set distance. Making it cancelable or at least allowing you to change the momentum/direction somewhat would go a long way in making it more enjoyable. - After removing the dash from the start of the game, projectiles feel /way/ too oppressive. I died about five times just to the stupid seashells the corals shot at you, because they have the aim of a tactical sniper, and you just have no way to avoid it in a lot of cases. Maybe some sort of block to avoid projectiles would help? Or maybe their numbers just need some tuning. -On the topic of damage, some enemies grab damage is pitifully low. To the point that a valid strategy with them is to literally let them grab you, mash out and then abuse the invincibility frames. I think the worst offender of this is the flowers, whose projectiles do 25 damage on hit, but if you just let them grab you and mash immediately, you literally only take one damage. Buffing their on-grab damage and making them do increased damage on climax would go a long way in making grabs more dangerous. (Examples of this off my head are the Orange & Pink Flower, Fairy's, and Coral) -Adding onto this, while I'm aware the game is in alpha and damage is subject to change, at least in the current iteration, I find damage from climax to be sadly low. While some enemies like the Arachne do boat-loads of damage, and others (Vore enemies) 1-shot at the end of their animations, enemies like the Kitsune, Fairy and even the Forgotten Mariner do practically no damage despite how long their animations take. -On the opposite end of the spectrum, I think the Young Mother does an /insane/ ammount of damage with her grab animation. By the end of it, she's doing 25 damage per second, to the point that there is no way to actually live to see the execute at the end. While it is just personal preference, and it doesn't really matter (Since you're dead anyway once will runs out), I prefer the execute at the end of the animation to dying to damage mid-animation. Aaaanyway, besides that, the caves are great and have tons of stuff to find in them. It was fun to try and find every power up in every nook and cranny, and I'm greatly looking forward to seeing the Lamia's full scene in action. Thanks for your time!
Mega Blue Ball
Hi! I've tried replicating this bug without success. Could you kindly detail to me where and how this behavior is playing out? So that I may better track down this issue to fix it. Thank you!
Mega Blue Ball
Hi Vik! Thanks for the detailed feedback as always! I can confirm that some sort of tracker for collectibles and hidden stuff is planned for the game! Tough it will probably come later in development since the stages aren't even in their final form, as well as its missing the rest of the collectibles... but yeah I'll provide some sort of screen or item that tells players how much % of things they still need to find in a stage.
Vik Virtue
Ah, alright. Finally got a chance to play again. Though this time I felt there was enough content added since my first fresh run that I started a new game. The power-ups in all the levels now are a really big help getting through the enemies and bosses. I think I may have gotten them all? 7 attack, 5 HP, and 4 spirit and defense. Didn't come across any bugs. There was one thing that I wasn't sure about. Sometimes when I did an upward attack, it felt like it hit twice sometimes. Unsure what I did for that to possibly happen, though. As for the caves...hoo boy. They're pretty nice, but mazes will always cause frustration in me. Perhaps in the future, a way to map out a level? It would also help in trying to track down powerups. Speaking of which, on the off chance that I didn't get all of them, that brings another question. Maybe some kind of tracker that shows you how many powerups are still in a specific area. Would negate any pointless scouring of levels, but I suppose that has its charms. As for the lamia, I like her, and I can't wait to see what fun she'll get into with Maya. Or I guess how Maya will get into her, ha (okay I'm leaving).
Grimshade
Um is it me or do the wooden platforms not seem to be able to be stood on except by enemies and objects
Molenar
you can teleport to the beach area, but I don't think you can actually complete it without the dash ability. Unless i've missed something.
のみ のみ
Lamia doesn't swallow it, is it a bug?
Toby Wilson
Oh, uh, bit of a bug - new game starts you on the wrong side of the bottomless pits that you're supposed to dash across on the beach. If you get your jumps JUST right, you can make it over the furthest left and jumping in the larger one puts you back in the actual starting spot, but you're almost trapped there. There's also a small bug where whenever Maya gets hurt, her voice clip plays twice, simultaneously.
Vik Virtue
It was changed a while ago. It isn't at the start anymore. If you haven't beaten the plant girl boss, you will have to in order to acquire it.
Niklas Quinones
i cant quite tell if im an idiot but i dont have access to the dash skill