1st update after submission: bridge over troubled space
the KETCHUP Resistance » Devlog
In today's update, I have fixed a few issues that had made it into the version submitted to the jam in the heat of battle:
- Space level: not solvable due to two unreachable hot dogs; bad collider shapes on hangar and bridge - on the bright side, I don't have to list the fixed typo on the end credits screen.
- Cursor was not locked
- Music was too loud (player feedback)
- Double assignment of a gamepad button
One new feature also made it in:
- Just in case you end up stuck (not saying it's likely), press "R" to give up and retry the level. [In case you manage to find another missing collider and fall off, it should happen automatically]
A few other problems remain in for the time being, noteworthy:
- Aim lock is a bit wonky (strange rotation if no target in range; aim may still be off; visualization of the lock needs improvement)
- Aiming in general is not ideal
- Enemies may stop patrolling (but you can't rely on it - don't feel safe!)
And of course we urgently need a proper set of custom-designed levels, sound effects, in-game menu, cut scenes/animations, and maybe a different engine that is dearer to our hearts.
the KETCHUP Resistance
They came to take our most precious... our Hot Dogs.
Status | Prototype |
Author | daberny St. Rider |
Genre | Action |
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