Hello everyone!
Let's take a look at the progress from this week and last week!

Download here. New password is "m52sbHAubqf8tpX".

This week, we've finally implemented key configuration! Please note that Player 2's settings aren't available yet, so please refrain from touching them. Although we expected it to take quite some time, we were able to complete it mostly this week. By utilizing Unity's input system, we can display and adjust bindings individually to match the device you're using. Interestingly, on the editor, the rebound information wasn't reflected until a restart, but it updated in real-time in the build. I wrestled with this issue for about half a day, and it might be a Unity bug. The rebound information for changed keys is saved in a JSON file, allowing you to play with the same settings even after restarting the demo.
You can also configure UI controls in addition to battle key settings.

Key logs are now also displayed as icons.
Based on the results of the spec device survey, it seems there are some users with Hitbox (leverless controllers), so we needed to change the input method from vector detection for the directional buttons to a 4-button system (up, down, left, right). In other words, diagonal inputs are detected by combining the inputs of two buttons. Initially, we tried using Unity's input system's "one modifier" option, which handles simultaneous button presses, but it didn't work because it doesn't detect the input of the second button after releasing one. Therefore, we needed to create our own simultaneous button press system. The existing key input was miraculously working but had messy code. This is a good opportunity to reorganize the flow to handle more complex inputs in the future. Until now, when you pressed a button, it returned a specific character that was used as a command. However, we've now created a button class to allow you to get the state of holding down a button and the duration it's been held down for. While we haven't used the long-press feature this time, it can be used for future actions like charge inputs or executing special moves upon button release.
We've added the dash button that some people had requested previously. This button allows you to perform dashes, as well as backward inputs for moves like backstep. In implementing this, we needed to clearly differentiate between processing the timing of button presses, processing when the button is being held down, and processing when the button is released. While it may seem simple, adjusting it to work with various processes proved challenging. Previously, everything was processed within a single function, but by dividing the processing into three stages, readability has improved, and it can handle complex inputs.
It appears that Unity has significantly revised its fee rules and has mostly returned to the previous state. While I'm relieved, it seems that many users have already migrated to other game engines. In my case, I've become too accustomed to Unity, and changing is probably impossible.

Unfortunately, this comic promotion didn't go as planned. Despite our daily efforts, there hasn't been any significant change in Hellversus, so it may not have been able to spark new interest. Therefore, we're planning to establish a new comic tier. In this tier, you won't get to see the Helltaker vs. weekly reports, but you will have access to monthly comic sketches and their early release. This is equivalent to the Inferno bonus, so Inferno and higher-tier supporters can access both. However, since drawing comics every month requires a considerable amount of time, if this tier doesn't reach a certain number of subscribers, we plan to refund and remove the tier.
That's all today.
have a nice day!