Renestrae
Devious Succubus
- Joined
- Jun 14, 2015
- Messages
- 136
- Reputation score
- 55
I finally got around to it, looks goodHey hey. Just dropping by to inform you guys of a new update. DiBS 0.0.27
Platforming feels less frustrating with this now, imo. Nice!> Implemented Coyote Timer
I did feel like I ran through it like a breeze this time though. It might just be because I still remembered the rough layout and what I needed to do,
but some of this extends to my next point:
Next Update Plans (0.0.30)
- Refining the grapple/struggle minigame (the top-down minigame).
^--- Walls that block an easy path to the creature's "heart"
^--- More varied placement of creature heart and escape icon.
I like this, I think this part could use some more spice. Maybe even changing the movement mechanic of the enemies? I find it a little easy to estimate where they would be relative to me. Maybe the AI changes you teased in your roadmap would tackle this same problem, but I also ofc have an idea: maybe the dick tentacle always stops then lurches (so "hopping" along) instead of moving at a constant speed like the green tentacle?
I also feel like the slap attack is really OP during the struggle encounters. I would like it having very limited uses per struggle, maybe even just once? Or if that's too harsh, a (2s?) cooldown instead.
I'm saying this because currently the most efficient gameplay (if you don't want to be caught) seems to be to sprint through the stages, try to jump past an enemy to cheat the encounter, and if you get caught you move straight towards the escape icon while spamming the slap at the closest tentacle. If you spam it like that it almost works like a forcefield that repels everything on that side. If you do this really fast you can even keep the fast (when you're nude) tentacles at bay.
All this out of the way, nice work, I like it!