Samurado June Updates
Added 2023-07-01 19:20:47 +0000 UTCWell, progress has been a liiiiiiiittle bit slower this month as we were working on the Podcast launch, doing the interviews for it, and I was finishing up a freelance job.
But! Some exciting changes have been implemented regardless!
- I recently acquired the 'Feel' Asset from Unity's asset store, and have had a BLAST playing around with it and adding some juice into the game. There's always a bit of a learning curve to use someone else's tools, but these were pretty easy to setup and you'll notice quite a bit more 'oomph' behind all the damage being applied.
- I also implemented Pathfinding into the game so that you can officially 'race' against a shadow samurado to compete for a better belt (they go white, yellow, orange, green, blue, brown, black) - which gives you permanent buffs to make future runs even easier.
- A few bug fixes were implemented (although if I'm being honest, more new ones were added. A bug squashing session is in my near future, I just really want to add the HUB area and different floors to the DOJO so that the game loop is finally complete. Then I'll happily add more content and fix more bugs.
Cheers all! Hope you enjoy your weekend!
Comments
I'm so glad you said this, I didn't really notice it till you pointed it out, but in testing yea they have an annoyingly large health pool. I suspect it would be much more satisfying to have a larger number of weaker enemies that you can mow through. Good thing I haven't started balancing things yet haha! Thanks so much for the feedback
Sasquatch B Studios
2023-07-03 14:44:49 +0000 UTCLooks nice! My first instinct when looking at it is that the enemies are maybe too hard to kill? The prolonged time it takes to kill them takes away some of the satisfaction such a game gives, that's my initial gut feeling at least. Maybe something to test?
Alexander Presthus
2023-07-01 22:45:24 +0000 UTC