0.7.0 - Closing In
With this update and version number (0.7.0) we want to highlight that the game is substantially past halfway complete. Almost every main feature that we plan to include in the full release (0.1.0) is already available. With this current build we added two new enemy units, fixed endless mode, and added lots of optimizations. See below for a more detailed log and a few gifs.
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Additions and Optimizations
- New enemy units have arrived!
- Renegade Justice Ranger. Fast and agile, be careful he doesn't counter your moves.
- Syndicate Ranger. A melee unit that is particularly tall and may have illegally procured augments similar to your own.
- Additional player throw move, heavy throw, a two armed throw that has a longer windup. Heavy throw scales up twice as fast with melee power, so eventually it throws significantly farther and higher than standard forward throwing action. Activated by pressing in the direction of a currently active forwards throw.
- Endless mode should now function as originally intended: no overarching case to solve, no bomb to find, no plot to foil. Clues no longer drop in Endless mode. Crime grid no longer draws. Just beat the dudes up and get dat req.
- Reduced the new armor damage reduction by 40%, bringing the player damage model slightly closer to pre 0.5.0. End results is maximum armor build is now less tanky.
- Map screen blocks display street names now instead of just numbers from a grid.
- Enemies now have a chance to resist a knockdown, so now stronger enemies will shrug off a knockdown from a dash, jump landing, or heavy melee moves.
- Increased the drama of the Cube level.
- Grab now works more consistently. Constable can no longer crouch while attempting a grab and the grab cant be spammed repeatedly.
- Small crouch change: crouch move speed scales up with player movespeed, up to the point where player can crouch and uncrouch twice as fast as default. Letting go of crouch now automatically makes the character stand even if a full crouch has not been reached.
- Player cover taking speed scales up like player crouch speed does now.
- Visual and audio changes to non in-game menus. New font for said menus matches more old school monitor look. Also changed various other fonts in game. Tell us what you think!
- New animation variations for Constable for walking/running+other actions: now instead of drawing normal walking/running motions for melee/blocking/grabbing/getting hit, Constable animations now ground his feet in the middle of walking/running for these actions. Result is a sort of dragging walk animation in place of his legs stopping mid walk or run.
- Melee sprites for transitioning two heavy moves (right cross, uppercut) into a crouch should look more natural and less janky.
- Doubled framerate of new architectural style printout animation for main
- Revamped main title card animation and doubled the framerate to add a bit more drama.
- Increased the number of possible endings by at least 1.
- Implemented new "monitor pile" cover objects into various levels.
Bug Fixes
- Fixed the crash to deskstop while hovering over the Cube.
- Fixed the crash to desktop while talking to the Renegade Justice leader via phone.
- Isoblocks that have the cube over them should now be properly incapable of hacking your vehicle.
- Fixed a bug that was giving enemies stamina in fast collisions.
- Player switches out of a hit-wall state and goes back to knockback, so on a long fall where the player contacts multiple walls the pc should not get stuck in the single animation and fall straight down.
- Rewrote player knockback collisions to make the animation cycles more consistently look as they should.
As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D

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