Final Knight Demo v2.45 Update
Author: darkmiaknight,
published 1 year ago,
Final Knight Demo v2.45 Update
Hello,
After the June NextFest, we have updated the game based on the feedback we received.
Note: There are significant changes to the gameplay mechanics.
[previewyoutube=dyQQJozPx9k;full][/previewyoutube]
[b]Controls:[/b]
Skills are now activated using button assignments (QWER or X Y B RT), rather than command inputs.
The character switching system ultimately requires mastery of both characters. If you don't know the commands for one character, there's no reason to switch to them.
It was a challenging decision, but by changing skills from command inputs to button inputs, we've lowered the skill mastery difficulty, encouraging players to switch characters more frequently, utilizing their explosive damage output effectively.
[b]Character Switching:[/b]
When the second character's health reaches zero, they will be retired for a certain period.
Corresponding to the new controls, the second character has become a normal companion with health instead of being invincible. You need to control them appropriately. If their health reaches zero, they will be retired and unable to move for a certain period. If the first character's health reaches zero, as before, the game will be over and you'll return to the beginning of that stage.
[b]3rd and 4th Party Members:[/b]
Pause the game with RB, move the cursor to summon the 3rd and 4th characters to the desired locations. Each will automatically use their powerful skill and then disappear.
The foundation of Final Knight's combat was inspired by Baldur's Gate 2's party combat. We aimed to implement strategic gameplay by placing party members strategically for battles. However, due to the fast-paced action, fully controlling all four characters became practically challenging. Therefore, only two characters appear in the game. We've added a feature similar to Baldur's Gate 2's spacebar, where you can temporarily pause the game using the RB button. This will help players strategize and summon characters strategically, allowing for concentrated damage output time and experiencing the fun of both TRPG and hack and slash genres.
[b]Monster Mechanics:[/b]
We've simplified monster AI, making their movements more intuitive.
Previous versions had a variety of patterns, making monsters move unpredictably, which could be distracting. Now monsters move within predictable ranges, allowing players to focus more on the game.
[b]Visuals:[/b]
We've increased the resolution and adjusted the color palette for cleaner pixel art.
Unnecessary screen shaking has been removed. Apologies if the previous version caused discomfort.
UI:
Due to improved screen visibility, we've removed unnecessary UI elements.
[b]Upcoming Features:[/b]
Currently, the demo version lasts around 15 minutes and follows a linear path. However, in the future, we plan to reintroduce a TRPG-style "selection" process where players can choose stages and progress while obtaining equipment.
Thank you as always for your support.
[img]https://clan.cloudflare.steamstatic.com/images//42985795/271666ea2c5fcc4c053b49c08157383633afa542.png[/img]