Thank you + demo feedback
The "thank you"
[p]Hey everyone, Mothership hereI want to say THANK YOU to all the people who played the new demo and/or added Texnoplazm to their wishlists - the game metrics got a big spike and it looks like they haven't slowed down yet.
Based on the feedback gathered from Steam and other avenues, I'm happy that the general consensus seems to be that the game is solid fun and just needs some adjustments - but that's what publishing demos is for, after all![/p]
The feedback
You'll be happy to know that I've started reworking the tutorialization of the first level already, and i'm rebalancing the base difficulty by tweaking data points such as stamina recharge and healing rate, rather than mindlessly buffing enemy attacks.
There are various other things that have been internally implemented already as well, so here's a list:[/p]
- [p]player switches to the most powerful weapon at the start of the level/on respawn[/p]
- [p]player's direction on respawn tweaked case-by-case to avoid getting lost[/p]
- [p]visual cue added for enemies damaged by a slash/dash (melee moveset)[/p]
- [p]audio/visual cues for attacks that are blocked (but not parried)[/p]
- [p]increase for both the parry window and the block duration[/p]
- [p]visual cue for enemy attacks that hit the player
[/p]
And as per usual, be patient with bugs
-ML
::: Stay in touch! Twitter 1 / Twitter 2 / Bluesky / Discord ::: Support my work Patreon Ko-Fi :::[/p]