Next Build Update: 11-2-22


First off, I want to say thank you for all the attention and support! This was a big undertaking for me, so I really appreciate it this response!

I've received some extremely good feedback on the game both positive and critical which will help me improve it for the next build. A lot of it is very possible to do without new asset creation, so I've decided to put together an interim build before the Enhanced Core Demo build I was originally going to make. 

Eagle eyed viewers among you will notice I've changed the wording of the game genre in my description. I feel like my original word choice gave the wrong idea of what the game was, and that's completely my fault as I'm not particularly great with concise word choice. I think it's more accurate to term the game as a 2D Action RPG with sidescroller and beat em up elements. The focus will really be on the combat, character building, and narrative with platforming being a secondary characteristic. That said, I'll be making many improvements on that side of the game to make sure movement and jumping feel better than they do now. 

I'm very glad I released the build in this state because I was able to get some more in-depth feedback that matched my own concerns with the control; mainly in regards to the stiffness of jumping and the slidiness when turning around. I'll also be making a number of physics tweaks to make combat more responsive and consistent. This build will be out in 1-2 weeks, and a full list of planned changes/additions is listed below. 

Coming in the next build:

-Improvements to Jumping and Moving; variable height jump, more responsiveness in the air, and more responsive turning.

-Additional input options for those who prefer a different control scheme. This game will have re-mappable controls but that likely wont be in this interim build.

-Refinements to enemy and attack physics for more consistent feedback. 

-Drops will be attracted to the player, and regen will be boosted.

-Additional enemies with different properties to better demonstrate the use of each spell.

-A "wave" spawning system to better replicate the composition of mob fights in the actual game.

-Investigating an issue regarding bugged collision with platforms. I have currently been unable to replicate this, but I'll tweak it anyway. Hopefully I just have intuitive knowledge of the collision boxes that is preventing me from making this happen, and this isn't some kind of framerate/physics issue based on hardware-- it SHOULDN'T be, anyway.

-Various visual improvements. 


If you have any additional feedback or issues please let me know so I can correct them for the next build! Thanks so much, everyone~

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