New Demo for Turn-Based Carnival
Author: Raspberry Jam,
published 1 year ago,
[h1]Changelog[/h1]
[h2]Additions[/h2]
[list]
[*] You can kick things by walking into them
[*] Added 2 new enemies - Cardinal and Coyote
[*] Buttons can be held to repeat their effect
[*] You can wait a turn by pressing space
[*] You can now pick up free items using the buy button
[*] Added animation framework
[*] A checkerboard pattern has been added to the floor
[/list]
[h2]Removals[/h2]
[list]
[*] You can no longer punch
[*] Removed some enemy variants
[*] Entities are no longer affected by friction
[/list]
[h2]Major Changes[/h2]
[list]
[*] Any damage to enemies (not just damage you deal) will increase the combo multiplier
[*] Enemies can no longer see through each other
[*] Character colliders all have a diameter of 1 tile
[*] Rooms can now connect at corners
[*] Presents give one item, instead of lots of single-use items
[*] All monetary values have been multiplied by 100
[*] Increased Dynamite explosion radius
[*] Dynamite bundle now throws spread of 3 dynamite sticks
[*] All enemies have new graphics
[*] Item costs increase as you progress
[/list]
[h2]Minor Changes[/h2]
[list]
[*] Improved hit stop
[*] Tickrate has been quartered
[*] Projectiles use simplified collision detection against tiles
[*] Fixed rocks becoming invisible when they should be destroyed
[*] Improved tile drawing efficiency
[*] Drastically simplified and optimised level generation
[*] Restructured enemy files
[*] Restructured font files
[*] Gibs get launched into the air
[*] Fixed overlapping signs
[*] Rug no longer disappears when resolution changes
[*] The shopkeeper looks at you
[*] Hearts shake more the fewer you have
[*] Text entities darken properly when in options menu
[*] Fixed a spelling mistake
[/list]