Re-working the Dash Ability
Hey everyone, after getting feedback on the game we decided to change how the dash works in the demo and the full version.
[h2]The Change:[/h2]
Before, you would be locked in until you lost momentum and landed on the ground for a moment.
Now, the dash is much more flexible where you can cancel out of it any time after it starts, either by jumping or attacking. The exception is when you bump into a wall and fall down, or when you're in water (for the time being). It will also have its own dedicated button now!! (R shoulder button on controller, or shift on keyboard in the full game)
[h2]And so...[/h2]
This should make the game feel overall speedier and make movement more interesting. The original idea was that we didn't want the player to feel they had to have Dash equipped all the time, leaving only 2 slots for everything else, but we'll change it so that Dash not an equippable power anymore and in the full game it'll be accessible at all times through just the dedicated button.
Originally there was going to be a "Dash Cancel" upgrade later on in the full game... which would enable special movement techniques, such as jumping out of an air-dash to go higher than normal, or to dash again and double your momentum. Instead of getting that all at once, you'll start with being able to do basic movements out of a dash similar to the new demo, and more extreme movement options will be in the full game as upgrades.
The change to the demo is now live tonight in the Windows version, and tomorrow the Mac and Linux versions should be updated too. We also fixed a couple bugs / a typo.
If you read this post, thanks for taking an interest in the game! We're looking forward to creating the rest and providing a fun experience for everyone.