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Demo Update - Version 0.2.4.0

This update aims at making three changes to the demo.

The first goal is to provide a "casual mode" for players who are looking for a less challenging experience. Our first attempt at this is done by reducing damage received and reducing enemy quantity by 50% each. We are very open to changing this to meet player expectations, so please provide any feedback if you are looking for a less challenging experience.

Our second goal is to provide a more "snappy" combat experience to reduce any felt sluggishness during combat. The overall attack now takes fewer frames, has a shorter "recovery time", and a few other QoL changes that are common in modern games.

Our third and final goal was to optimize the game some to reduce the chance of slowdown on some machines. There is definitely still room for further optimization, but now static offscreen objects are culled/disabled, which showed about a 40% improvement to game speed in internal testing. If you are still experiencing slowdown, please try adjusting the video settings to remove silhouettes and simplify lighting and let us know of your results.

[h3]Demo Version 0.2.4.0 Release Notes[/h3]

Features
• A "Casual Mode" difficulty option has been added, which reduces damage received by 50% and reduces enemy count by 50%. This should remove some friction for players not looking for as much challenge in the night segments. This option can be changed at any time in the gameplay settings menu.

Balance Changes
• The attack animation now has a faster windup (from about 12 frames to about 6 frames)
• The attack cooldown has been reduced from 1 second to .5 seconds (triggered at attack start)
• Attacks now trigger from input presses, and no longer repeat when holding the attack input
• Added .25s (about 15 frames) input buffering for attacks, to allow you to "queue up" attacks before the previous animaiton is finished.
• Pressing the dash input mid-attack will now cancel the recovery portion of the attack animation even if you can't dash. This will allow you to have your full movement speed back, but the attack cooldown will still be in effect.
• Increased most enemy HP slightly to compensate for faster attack speeds

Fixes & tweaks
• optimization - static offscreen objects are now disabled, resulting in ~40% faster game speed
• Improved the experimental "Auto Attack" gameplay setting to feel smarter, account for current attack range, and not trigger if either the attack or dash input is pressed. (Still not perfect, and still marked experimental)
• Fixed a bug with the transform plate that would cause it to provide some willpower when blue