Demo version 1.4.2 is now live on itch!
https://smbmaster99.itch.io/heritage-a-d...-tale-demo
I haven't posted about demo updates here much so here's the full list of all updates since the demo's launch
BUG FIXES
Just did a full playthrough of the demo and everything seemed to be working fine. Please let me know if something wonky happened though between clicking "pack into .zip" and uploading to itch.io XP
https://smbmaster99.itch.io/heritage-a-d...-tale-demo
I haven't posted about demo updates here much so here's the full list of all updates since the demo's launch
BUG FIXES
- Fixed a bug with Skaltos in the fortress area where it would sometimes get stuck in a retreat animation
- Fixed a bug where, if the player died after triggering an autoscroll camera script during boss or enemy encounters (in levels), the camera would get locked in place and wouldn't follow the player
- Fixed an uncommon bug where, in "mini-levels" (i.e. caves, hidden overworld areas), if there was more than one section to it and the player died, their respawn position room and respawn positions would be messed up
- Fixed a bug where the Thief enemy could get stuck in the wall
- Fixed a bug where the down-thrust attack was dealing 5x damage of the sword's level
- Fixed a bug where you could "stomp" on enemies that were above you while you were below them
- Fixed a bug where the pause menu could display on the title screen or during cutscenes whenever connection to a gamepad was detected/lost
- Fixed a minor bug with the Steggyns where they would sometimes be slightly embedded in or float slightly above the ground
- Fixed a bug in the Heron Fortress mini-level where jumping off screen would make the foreground re-appear
- Fixed a glitch where trying to stab a boulder would cause the game to crash
- Fixes a game-breaking bug involving cutscenes
- Fixed a minor bug where MP would visually appear not to upgrade within the pause menu and level-up menus (it WOULD upgrade, but visuals wouldn't portray this)
- Fixed a bug where the user couldn't skip the cutscene at the end of the demo
- Removed the weapon wheel due to being really finnicky; it was either remove analog stick support for movement and have a very precise weapon wheel select or remove the weapon wheel mechanic. Weapons can still be equipped from the pause menu
- Re-worked the Steggyns to function as originally intended
- Updated/replaced the original water graphics with new ones
- Updated the sword in the logo so that it blends in more with the rest of the logo's color
- Made it so that gamepad users can press "B"/Circle/A on the Xbox/PS4/Switch controllers to cancel or say "No
- Added an "Options" selection on the title screen that allows the player to adjust the window size, game volume, and view/change the control
- QOL adjustments for gamepad users
- Added a dodge cooldown indicator to the top-left of the HUD, beneath the player's HP and MP meters
- Added the ability to upgrade the dodge cooldown time when leveling up
- Added a tutorial that explains how to upgrade your stats after leveling up (this was a common source of confusion I've been told)
- Made the "upgrade" text in the stats menu flash gold when you're able to upgrade a stat, making it easier to find for new players
- Re-balanced SP needed for stat upgrades so that you don't need to be level 300 to acquire all stat upgrades
- Several other gameplay balance adjustments
Just did a full playthrough of the demo and everything seemed to be working fine. Please let me know if something wonky happened though between clicking "pack into .zip" and uploading to itch.io XP