Firstly, please understand that this message has been written using a translation tool and may have issues with clarity. [img]https://clan.cloudflare.steamstatic.com/images//44912768/ef51eceaa0ad3bd1e790ca3841d87a8f456bb641.png[/img] Hello! It hasn’t been long since the last update, so it’s nice to be back so soon! Have you all been doing well these past few days? This update announcement covers the addition of a melee attack patch and some other updates. Please check the details below! [b][1. Enhanced Melee Attack System][/b] In the previous update, a charge feature was added to the melee attack. (For more information on the charge feature, please check the link below!) https://steamcommunity.com/games/2855660/announcements/detail/4472731215261073523 After adding the ability for the charged melee attack to partially destroy enemy attacks, I found that, because of my play style, I often held off using charged attacks until more enemy bullets were on the screen. To increase the options, I’ve now added an extra charge stage, allowing the melee attack to charge up to two stages! [img]https://clan.cloudflare.steamstatic.com/images//44912768/ba2f5f1f066fac13db8495f2ba3e9d4330fd40f5.gif[/img] 1st charged attack [img]https://clan.cloudflare.steamstatic.com/images//44912768/1867350b53fdd6bf285094becb68730466c8ba34.gif[/img] 2nd charged attack [img]https://clan.cloudflare.steamstatic.com/images//44912768/e7d58d9ede75f90309eff8631dda530222e0d0fa.gif[/img] 1st charged attack, fully charged [img]https://clan.cloudflare.steamstatic.com/images//44912768/a40add247018459b28e0c2cd170beb489cf74e5a.gif[/img] 2nd charged attack, fully charged Additionally, in “Normal” difficulty, the charge requirements for the melee attack are reduced, allowing it to be used a bit more frequently compared to the “Hard” difficulty. Hard difficulty: 1st melee charge requirement: 80 → 70 (1st upgrade) → 60 (2nd upgrade) 2nd melee charge requirement: 60 Normal difficulty: 1st melee charge requirement: 60 → 50 (1st upgrade) → 40 (2nd upgrade) 2nd melee charge requirement: 40 (Unlike the 1st , the 2nd charge requirement doesn’t decrease with melee upgrades) [b][2. Sliding System Updates][/b] [img]https://clan.cloudflare.steamstatic.com/images//44912768/d0a029c25bd468b7828eadfa6b8b711f251ec975.png[/img] There was feedback on adding invincibility to the sliding mechanic. After considering it, I decided instead of a standard invincibility, I’d add a new feature called “bomb sliding” to create a fresh experience. [img]https://clan.cloudflare.steamstatic.com/images//44912768/a33c8a4af9a2c80b2983cc74f060722c0b759223.gif[/img] Normal sliding [img]https://clan.cloudflare.steamstatic.com/images//44912768/4523c69c1e794a79e0df3173f72d3a1976bf090f.gif[/img] Bomb sliding The “bomb sliding” unlocks later in Stage 2 and consumes one bomb ammo, granting temporary invincibility. (Check the added dialogue in Stage 2 for in-game instructions!) It also comes with a bomb explosion effect. Although the explosion range is narrow, fragments are scattered, allowing for slight offensive use. [img]https://clan.cloudflare.steamstatic.com/images//44912768/a79cf590640c405adc6a2dd7bdd410191b42dae6.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/cb7d199860d26339557047a4705f2611e0b343b2.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/5e3b7238cf161dcdb52f53d27a9e02803ec66a8d.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/496859ee0772abb749c5f0886dcd44f293fb810c.gif[/img] However, as shown above, the explosion range is limited, and if it hits a wall mid-slide, the explosion won’t trigger, reducing its effectiveness as an attack. I’m considering whether to expand the explosion range or enable explosions even after wall collisions. I’d appreciate your feedback on this feature! The “bomb sliding” is activated by pressing both the bomb and slide buttons simultaneously. However, testing revealed that precise timing is challenging, sometimes causing only a bomb or slide to activate unintentionally. Given that this is a real-time action game, it’s hard to execute such precise timing, so I’ve added a small input delay (2 frames, about 0.033 seconds) to allow a bit more leniency. In short, with the new “bomb sliding” feature, there is now a slight 2-frame (0.033-second) delay when activating regular bombs or slides. [img]https://clan.cloudflare.steamstatic.com/images//44912768/3f1013f4c84ad1e3db73e660d705261ed6b49046.gif[/img] Hard difficulty [img]https://clan.cloudflare.steamstatic.com/images//44912768/4717f4f27f022fed7d236662003e75137ef962d9.gif[/img] Normal difficulty Finally, based on feedback about wall collisions during sliding, in “Normal” difficulty, the bounce-back effect when hitting a wall is reduced by a third to minimize downtime. [b][3. Miscellaneous Updates][/b] [u]1. Increased Ammo Supply in Early Stage 2[/u] [img]https://clan.cloudflare.steamstatic.com/images//44912768/775742ad83af1f1cf22b97aa8acfa7eef076a445.png[/img] In this part of Stage 2, I made it so that a machine gun is supplied after defeating a certain number of enemies. However, since only I would know this, it came off as quite unfriendly to players. So, while keeping the machine gun supply method as it is, I’ve doubled the ammo supply for the grenade launcher at this location! [u]2. Mysterious Bug[/u] I’ve seen a screenshot where the path-blocking sign didn’t disappear, preventing further progress, even though all enemies were defeated… To fix this bug, I checked several times, but I couldn’t reproduce the issue while testing, so I couldn’t pinpoint the cause. [img]https://clan.cloudflare.steamstatic.com/images//44912768/622b4623658f1a30e913d2cb797930eeee9adaac.png[/img] I have some guesses about what may have caused the bug. Currently, most of the objects and enemies I’ve created function according to their animation’s current frame. However, there are instances where the game enters a brief “pause” with a slow-motion effect, causing a frame drop—like the explosions from certain mechanical enemies, the player’s bomb or shotgun attacks, and some damage and death effects. Considering the possibility that this frame drop may have interfered with the timing of the sign’s disappearance, I’ve adjusted the algorithm to address this. That said, this is only my hypothesis, so I can’t be certain it’s a complete solution. [u]3. Trailer Video Remake[/u] It’s now been almost 7 months since the game was released! Since then, I’ve added various new features and effects, so I’ve created a new video to replace the original trailer! [previewyoutube=YaK_pdm2HGU;leftthumb][/previewyoutube] Additionally, since the video shows the game on “Hard” difficulty, you can roughly see the differences compared to “Normal” difficulty! Finally, please note that the features and systems included in this update were not part of the initial game plan. Although I’ve reviewed it thoroughly, there may still be unforeseen bugs or errors during gameplay. If the game crashes or an error occurs, please report it on the Steam Community page, and I’ll do my best to resolve it quickly! [img]https://clan.cloudflare.steamstatic.com/images//44912768/f066b7169d7454968b7130477ca309379cfa7269.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//44912768/03c9c621585afe4e9f172c6f1f50854598077f97.png[/img] This is where I'll end this announcement. Thank you very much for your interest in the game I developed!