Early Access v1.1a Update
[p]
[/p][p]Hello,
This is SnakeEagle.[/p][p]The main goals of this update are as follows:[/p][p]
1. Improved Player Controls[/p][p]The action design of KILL THE WITCH is intentionally simple, with a limited number of moves that behave consistently. However, each action carries a certain level of risk—using the wrong move in the wrong situation can result in penalties.[/p][p]This was designed so that, as players become more familiar with the game, they naturally learn to choose more appropriate actions, which in turn lowers the perceived difficulty over time.[/p][p]That said, we also strongly agree that some actions leave room for adjustment.[/p][p]Without compromising the core framework of the game, we will continue to carefully observe and refine the controls to create a more responsive and satisfying feel.[/p][p]
2. Clearer Distinction Between Easy / Normal / Hard / Lunatic[/p][p]We aimed to more clearly differentiate each difficulty level so that each one has a meaningful purpose.[/p][p]Our goal is to ensure that if you are able to clear a lower difficulty, you will be properly prepared to challenge the next one with confidence.
In addition, we have implemented improvements in other areas that we felt required refinement.[/p][p]
Among those who left negative reviews, most pointed to “controls” or “difficulty” as their main concerns.[/p][p]Compared to the initial version—which may have felt like it forced a “hardcore” experience on players who were not yet ready—this update has been refined with much greater care. We are confident that it now offers a more polished and accessible experience.
Of course, this first update is not the end. We will continue to listen carefully and refine the game with speed and sincerity.[/p][p]If you would be willing to share your thoughts on the updated version of KILL THE WITCH, we would greatly appreciate hearing your voice.[/p][p]Thank you sincerely for your trust and patience.[/p][p][/p][hr][/hr][p][/p][p]*The patch notes below may contain spoilers regarding enemy patterns.
If you prefer to avoid spoilers, we recommend skipping the details and experiencing the changes for yourself.[/p][h3]
Player[/h3]
If not, please fully exit Steam and relaunch it.[/p][p]Feedback is always welcome![/p]
This is SnakeEagle.[/p][p]The main goals of this update are as follows:[/p][p]
1. Improved Player Controls[/p][p]The action design of KILL THE WITCH is intentionally simple, with a limited number of moves that behave consistently. However, each action carries a certain level of risk—using the wrong move in the wrong situation can result in penalties.[/p][p]This was designed so that, as players become more familiar with the game, they naturally learn to choose more appropriate actions, which in turn lowers the perceived difficulty over time.[/p][p]That said, we also strongly agree that some actions leave room for adjustment.[/p][p]Without compromising the core framework of the game, we will continue to carefully observe and refine the controls to create a more responsive and satisfying feel.[/p][p]
2. Clearer Distinction Between Easy / Normal / Hard / Lunatic[/p][p]We aimed to more clearly differentiate each difficulty level so that each one has a meaningful purpose.[/p][p]Our goal is to ensure that if you are able to clear a lower difficulty, you will be properly prepared to challenge the next one with confidence.
In addition, we have implemented improvements in other areas that we felt required refinement.[/p][p]
Among those who left negative reviews, most pointed to “controls” or “difficulty” as their main concerns.[/p][p]Compared to the initial version—which may have felt like it forced a “hardcore” experience on players who were not yet ready—this update has been refined with much greater care. We are confident that it now offers a more polished and accessible experience.
Of course, this first update is not the end. We will continue to listen carefully and refine the game with speed and sincerity.[/p][p]If you would be willing to share your thoughts on the updated version of KILL THE WITCH, we would greatly appreciate hearing your voice.[/p][p]Thank you sincerely for your trust and patience.[/p][p][/p][hr][/hr][p][/p][p]*The patch notes below may contain spoilers regarding enemy patterns.
If you prefer to avoid spoilers, we recommend skipping the details and experiencing the changes for yourself.[/p][h3]
Player[/h3]
- [p]Increased jump acceleration so the player can reach maximum height more quickly, improving overall responsiveness.[/p]
- [p]Slightly adjusted the recovery time after the aerial downward attack at the peak of a jump.[/p]
- [p]Slightly adjusted the recovery time of the third hit in the standing attack combo.[/p]
- [p]Reduced excessive camera reactions during rapid vertical movement (such as jumping or using jump pads), which could cause motion discomfort.[/p]
- [p]Added a tutorial section exclusive to Easy difficulty.[/p]
- [p]Fixed a bug where jump height during scene transitions via jump pads varied depending on the frame rate setting.[/p]
- [p]Adjusted the spawn intensity of the “Ghost Bugs” during the stage on Easy and Normal difficulties.[/p]
- [p]Fixed a bug related to the arrow logic where players could still take damage even after correctly deflecting the projectile.[/p]
- [p]Reduced the amount of HP recovered by the boss on Hard and Lunatic difficulties when a Fake Heart is consumed.[/p]
- [p]Adjusted the number of “Ghost Bugs” that appear in Phase 2 for each difficulty level.[/p]
- [p]Fine-tuned Phase 2 patterns by difficulty.[/p]
- [p]Modified the end of Phase 2 so that the boss now releases a “Fake Heart.”[/p]
- [p]At the start of Phase 3-1, adjusted Easy and Normal difficulties so that only one “Mutated Angel Bug” appears.[/p]
- [p]Adjusted the boss HP in Phase 3-1 by difficulty.[/p]
- [p]Reduced the size of the arrows fired by the “Mutated Angel Bug” in Phase 3.[/p]
- [p]Simplified certain patterns in Phase 3 on Easy difficulty.[/p]
- [p]Changed the unlock condition for the hidden achievement from “Clear on Lunatic” to “Clear on Hard or higher.”[/p]
- [p]Added 45 FPS and 30 FPS options to the target frame rate settings.[/p]
- [p]Adjusted the player’s physics interpolation method to improve movement stability in lower-performance environments.[/p]
- [p]Improved the UX navigation in the main menu when moving to “Quit Game” and “Options.”[/p]
- [p]Added input buffering to Attack, Jump, and Roll, significantly improving overall responsiveness.
(For Attack and Roll, identical inputs are briefly prevented from immediately re-triggering via the buffer. This preserves the original design direction while improving overall responsiveness.)[/p] - [p]Added input buffering to Up input, and adjusted the gamepad logic for Up input to further improve control feel.[/p]
- [p]Fixed a bug where attempting to jump again immediately after jumping would result in an unusually low jump.[/p]
If not, please fully exit Steam and relaunch it.[/p][p]Feedback is always welcome![/p]