1. Cold Bed on Route
  2. News
  3. Update v3.09

Update v3.09

[p]Cold Bed on Route has been updated to version 3.09.[/p][p]The update includes the following changes:

[/p][h3]Balance Adjustments[/h3][p]In the final battle against the Dog-Wolf, the restraint value when hitting with a thrown item or similar has been increased from 1 → 2.[/p][p](The restraint now lasts until the enemy takes two actions.)

[/p][h3]UI Tweaks & Bug Fixes[/h3]
  • [p]Adjusted the timing of certain sound effects.[/p]
  • [p]All actions on the start screen can now be performed using the keyboard.[/p]
  • [p]Added a keyboard control guide to the upper-right corner of the start screen.[/p]
  • [p]Adjusted the flower positions and hitboxes on the start screen to make Alstroemeria and Pomegranate easier to tap, as they were overlapping with other elements.[/p]
[p]


While several UI tweaks were made, the primary focus of this update is the balance adjustment in the final battle with Between Dog & Wolf.[/p][p]There are three levels of difficulty in understanding the gimmick of the Dog & Wolf’s final battle:[/p]
  1. [p]“I have no idea what I’m supposed to do.”[/p]
  2. [p]“There’s something suspicious, but that can’t be it...”[/p]
  3. [p]“I know the answer, but I can’t pull it off.”[/p]
[p]My initial concern was with level 1 — that players might have no foothold at all, no clue what to try, and nothing to latch onto even if they wanted to keep going. To prevent this, I tried to place appropriate hints.[/p][p]However, based on player feedback, what actually occurred was mostly level 2 or 3. (These two are quite similar — the main difference being whether the player feels it’s unrealistic \[2] or simply very difficult but achievable \[3].)

[/p][p]Originally, the story was designed to progress whether or not the final battle objective was achieved. But later in development, I changed it so the story would only progress if the objective was achieved.[/p][p]This decision was based on the assumption: “If the player can light the lamp, then they won’t fall into difficulty level 1.” I focused the balance around that.[/p][p]And judging from the feedback, I believe that assumption was mostly correct.

[/p][p]However, difficulty levels 2 and 3 involve control inputs that aren’t typically used in the main part of CBoR, even though it’s not strictly an action game.[/p][p]As a result, I decided that even for players who managed to light the lamp, the final battle’s difficulty may not be quite fair.[/p][p]Therefore, I increased the initial restraint value.[/p][p]While the change is just from 1 → 2, it allows for one additional "mistake" or action, which I believe will make a meaningful improvement to the difficulty level.[/p]