#BRUTAL KATANA - out now on Steam
1 messages · Page 3 of 1
im sorry, i beat it again...

"i doesn't matter, i still have 23 levels to beat.."
first 2 are more important
lol
yo the way you avoid the first climb is so fluent
so.. bunny-hoppy?
thanks
oh god i did it but fell
i think the first part doesnt really matter
the main bit is the curb jump on the last climb
i think thats what got me to first place
*on crack
and that's it? i expected more of a brutal katana player
im using whatever octane from apex is using as a stim
alright enough drug- erm i mean games for today
daily addiction report
it's been only three days since the game released 😭
yesterday when I stopped playing I was shaking and sweating
i am sweating rn
madlad
got it on vid too
send it
kk wait just need to clip it
o i feel you
wow
every time i want to send a recording i need to:
- find the recording
- rename it to something reasonable instead of "<app name>-<full date>-<length>" or whatever
- watch it to find out where to cut off
- run an ffmpeg command to cut off
- run an ffmpeg command to compress the video because otherwise discord will yell at me
- wait 30s or more to finally send the clip
i just use microsoft clipchamp 😓
doesn't it do everything in the cloud?
i just use obs
maybe idk
wait wrong video
still useful
yeah but this one is so much better 🤤
the steam recording feature is so convenient
i dont even have to think about recording my games anymore
how does it work?
literally just records in the background
after you quit, you get to download the recording i think you can also edit it inside of Steam
that's the same as nvidia's instant replay
oh edit
i'll look into it, thanks
wow the gameplay is better than i thought
tight turn at the start
would of been perfect if i got the double at the end
aw man
timer should slow down when you slow down ... my opinion
I dont think it should
nope it adds depth to gameplay
you can just increase the star ratings
the game isn't meant to be easy
which I think he intends to do anyway
I think it'd be better to slow the timer than to increase the bar for the star rating
expecially on level 2
The later stages the star ratings seem fair, the earlier stages are where they are really tough
im guessing he based them off his best times
maybe a 4 star rating would be better
If you're moving slower in the game because time is moving slower, the timer should also slow down
i think this means that the star ratings should be fixed, not the timer
may i suggest change logs page in main menu (i love lookin at those idk why)
also, add versions to leaderboard times? so you can see the all time best, but also the best in the current version (in case you are changing how some of the physics works)
thought is wasnt possible
@fleet canopy i backroomed
i wonder if 12 is possible
- there needs to be an indicator if you can kill an enemy
finished the game :)
jonathan said that'll be implemented at some point
like this but more perfect
oh my goodness
there!
Can prolly get it down to 14.5-14.3 but gonna play another level now
another one!
I just beat this, but my shadowplay didn't wanna work :(
What sometimes confuses me is the distance of the katana, sometimes it cuts the head from quite far away and sometimes it does not.
Idk man
I've also noticed that sometimes if you aim for a horizontal head, and there is a vertical head closer, or vice versa that sometimes your hit gets blocked as the wrong type on the closer one even tho you aimed on the back one
I think it's visual, because the camera changed drastically based on your speed
like bibizu said it's most likely due to how the camera FoV changes based on speed that causes the distance to feel inconsistent. I just double checked everything and saw that the raycast always has the same local y position even if the player is sliding which caused the raycast to be offset up by 0.5 units when sliding. This may be part of the problem? since where you aimed while sliding is not exactly where the damage box is at. I've fixed this now so it should feel a lot better in the new update
this shouldn't happen, maybe you were too far away from the horizontal head? the obstacle collision check is purely visual right now which is why you can attack through walls
ok with the skips i did i think even like 18-17 time might be possible
That's just evil
if i could i would post a trollface
quote
if you select a new level exactly once a leaderboard has been downloaded then the old leaderboard entries don't get destroyed properly which is why you have 5 unitinitalized entries at the bottom
I'm working on fixing it!
i also got this today haha
lol
I still have yet to get 2 stars
we're all ears
and idk if it gives you any less time but kinda seems like it
do you mean bouncing off the tree?
the pit?
yeah
the first time or second?
first time
no way that works
you jump on elevation , wall run the pillar and it makes the wall climb section shorter i think
it kinda works
Do you also have to go left instead of climb at first head then to get thej setup on the wall?
WHAT
nvm
i don't think this side movement is feasible
no i just jump off normally
YOU CAN DO THAT
YEAH
video
if you get enough speed i think you could skip the climb section
my pc gonna die but alright
do y'all mean something like this?
THERE IS NO WAY
yep...
i can't either
no this might be slower
but you have to jump on the flat part else you don't get enough height
WHAT
oh my fucking god
the fuck
im a genius
you are
yeah im just too bad to pull off the statue skip good enought
i mess it up every time
matt you gotta speedrun and i gotta come up with strats
statyue skip is a little harder with this
i pulled it off
its amazing
my hat's off zurek
wtf, how is that possible?
the inner workings of my mind are an enigma
you know you made it when the creator asks how you did it
okay i pulled it off twice now but the statue skip is damn hard because you start at the left instead of middle-right
so i fuck up
i love discovering new stuff and people freaking out about it
nah i suck so bad that even with this i barely pull off my current record
wait no i don't even reach it
the skip might just suck tho
but in theory it shouldnt
cuz you skip the wall climb and just do a vault
well it did help me almost reach matt
and kinda keep the momentum
i can do it consitantly now, i just need to do all the other things without tripping
bro its hard asf tho 
You know your character controller and level design are good when people find insane ways to timesave
more fun to be interesting
Dude I reduced graphics so that I can get 40 FPS, double slashing changes everything oh my god its actually so much faster
nah fuck it unless someone else pulls it off i ain't trying 💀
I want to try TASing this game but ive never TASed and dont know where to start
i can't do the statue skip consistenly due to different character alignment
i maxed out all the graphics settings and there was barely a difference from the defaults
scam
if you set shadows to max instead of mid the character capsule will have a shadow!!
yay
wait nvm
wait no that sounds cursed
i no longer have a shadow
i swear i remember the character capsule having a circle shadow when i played on max settings
no swearing >:(
im sowwy
xd
f me lol
HWO"?
Jonathan can we get a camera mode to just fly around and look for cuts?
maybe, do you want to be able to enter through the level information UI? (before you have moved in a level)
I was thinking like trackmania where you hit a key and then enter free cam?
while in level?
like a debug option
may i propose something too
no!
ah okay, so would time stop or continue?
continue so you cant cheat, invalidate the run?
Is the player model real, or just a first person view?
Yeah actually, it's proly better to do it through a menu to prevent edge case cheats and stuff?
I can just make time continue like normal, shouldn't really be any way to cheat since the player controller will be stuck in place while a camera moves around the level
and the player is just a collider, no model except for hands and katana
Then maybe hide the player model and set the camera free then?
in the level select menu, you can press <enter> like now to go straight to playing, but can also press <right> to enter a submenu where you can choose to "inspect" the level
how about this?
i mean as long as it's not a ui nightmare
This also sound like a good idea?
but wouldn't you also want to be able to go directly from camera mode to playing the level
without having to return to main menu
probably
true....
maybe a pause menu option? but that would be clunky
yeah actually ingame is prolly best if it has to feel like fluid?
make a debug sub menu where you can activate a lot of things
without the menus
hitboxes would be cool to see too
a hotkey is probably the best? I don't want to add too much more to the pause menu though, it's quite cluttered
I recently added leaderboards to it as well
i see
Can you add an indicator when you successfully double slash? Like a small x2 that appears for half a second next to your cursor
sometimes I cant tell if i double slashed or not
until I reach the statue
good idea!
i tell by sounds
new achievements?
ooh
I just got number one on 20 lets go
by over a second
woo hoo
I can get sub 19 on 21 too I just have to not screw up the new route
sub 20 is possible on 20 too
yes, they're possible to get in the next update
Just got a sub 18 on 20
woah
sub 18??
yep!
There are three shortcuts
I know of two
lemme try finding the last one
@fleet canopy the consistent way to clip into the curve wall is climb onto the underside
check the under collision
Im guessing the last skip is the last wall bounce that there is some way to do better im not sure
What shortcuts do you know?
The first one, you should climb up the left wall and jump up
the second one is just run up the curve onto the other one
this one?
and then i do this
me too
and then this
and then there is a fourth one im trying to hit
I can send it when i do
jumping isnt fast? hmm
i guess not
actually
im still missing the enemies thats what I mess up the most lol
yeah me too
It's hard to hit the enimies while trying to do weird shortcuts as well
how do you make that jump when you cut that corner? oh my god
are you jumping off the palm tree pillar?
oh you are on the curb
it's faster
you don't need to
If you are on the curb you can do a more direct line
and then this
final shortcut
and the I also jump the first corner in the very start and the second corner but that's not really a shortcut
Here you need to be on the curb else you can't jump far enough and hit the heads at the same time
how do you get on the curb?
I got sub 19 not doing the last two skips
you are over a second faster oh my god
Right after the statue slash I do a slide jump on to the ledge, and then one of it again
ah two jumps
Oh i made the jump ok
I see
I just wasnt turning fast enough
You can make the jump, somewhat, however you also need to hit both heads which is the har part
no I meant before
I havent even gotten to that part
also I feel like im climbing too slowly on the double curve
I try to hit the lower one a little after the middle, and then if you face like towards the curves normal vector, it's easier to climb
like just head on it
Good idea, hope you figure it out ❤️
you took the number 1 from 21 too 😔
I know like a second worth of timesaves from my PB I just cant executre
@runic granite Im guessing im not gonna be able to beat you eventually even if I end up doing it, for 21 do you wanna know my pathing? im curious to see if you can beat 18.5
uh oh
im pretty sure jumping like this (wall jumping on the highlighted pillar) is super fast, I just cant do it
its also possible to twice double slash the group of 4 while doing it, again, cant do it
im guessing you know about this one cuz I dont think sub 20 is possible without it
yeah, I run along the other edge on that wall, just like on lvl 20
is that faster?
and then this one is pretty obvious too
Also sorry for taking it, I just did the next level after lvl 20
thats all I know
lol not your fault
Idk, I just like it more, it's easier for me
im not built for games like this I know it, I am much more of a thinker than a performer
thanks for the info! hopefully I'll be able to fix it for good now
testing out a targeting/"lock-on" system to show the player when they're in range to kill an enemy. any feedback is welcome! (sound is wip and you will of course be able to disable something like this if you don't like it)
I would make it less noticeable, I think making it fade in over time would be cool
start it transparent, and have it full when over
i'm not sure about others, but while this is useful, i personally hoped for something that will show what enemies will you hit if you clicked right then
like an X over the crosshairs when in range
just a confirm that you can hit, i see it in a lot of different games
with these hints it's clear that you "reach" the enemies but it's still unclear whether you will be able to "hit" them in the "situation" (position/camera direction) you are
and the latter is substantially more useful, i think
the visual part is very well done however
so the same effects but only on enemies that will be killed if you attack right now? and maybe replace the effect with an x instead like bibizu suggested?
so the same effects but only on enemies that will be killed if you attack right now?
Indeed!
and maybe replace the effect with an x instead like bibizu suggested?
Instead of the star-dot? I think that would make it more visible, yeah
speedometer btw
I really like the visuals now, I hope you mean you add both in?
honestly, maybe keep the this visual for only when you can kill them right now
i thought that was the plan
I was describing something else earlier
+1
I can only think of minecraft atm but, like in minecraft, your crosshair changes when you are hovering over an enemy that you can hit
similar to the red x effect you already have, but before you actually hit
although I think this visual is better if you had to pick
I would rather know when I can double slash haha
also, did the statue always have the vertical slice?
or is that something you changed
well if you know which enemies you can slash right at certain point, you can see whether you can double slice too
It's something new
they have vertical slice?
thats exactly what I meant
check the vid
wait is the update out?
no
not yet, trying to get this targeting system done first
I've implemented it into the game and play the game through godot
he is the dev lmfao
lol
no no I cant
aha
lol
@fleet canopy also is slicing enemies w/o starting the timer fixed in the next update?
im guessing so, it seems like an easy fix
well yeah just asking
yeah it's fixed
I like the effect like it is right now, because you can see if they are in range, so maybe just highlight in red, and make the dot slightly larger when you are about to hit them right then and there?
yeah i agree it's useful as-is
if two features could be combined it would be ideal
but if i had to choose, i'd choose the "hittable" instead of "reachable"
Brutal Katana: a cornercutting adventure
fr
took longer to implement than I thought but is this better?
perfect
Yes, love it!
yes, thats perfect
I KNEW IT WAS IN THE BEGINNING
lol
i love how you can tell how much skips have a person found by looking at their scores
That's pretty cool, I guess it can be optional so more hardcore players can play without it as a challenge
lmao
you're doing one big skip at the start, another big skip around the statue and cutting corners overall?
or is there something i've missed
There's also a curb skip at the 3rd level after the 180
I slash the first head and then like do a jump up on the curb and then turn right and then land 180 degrees on the other curb
so pretty much the same?
At least it will be with the next update that makes it so that you can't hit heads without starting the timer
thank you! I think it will be enabled by default but there will definitely be an option to disable it
What types of games inspired you to make Brutal Katana? And what types of games do you like playing in general?
my immediate guess: ghostrunner
looks like it's just perfecting execution

this game was mainly inspired by Mirrors Edge and Neon White (even though I've only played 15 min of Mirrors Edge and never played Neon White lol). I play a lot of different games but they're usually more story-rich and/or centric, like: Kingdom Come Deliverance, Dying Light, New Wolfenstein series, Fallout 4/NV, Days Gone, Sifu, etc.
Yeah, I really get ghostrunner, mirror's edge and... something else on the tip of my tonguee.
Oooh, I like it. Do you have any sneak peeks on the story of Brutal Katana, assuming there is one?
there won't be that much story. I'm thinking of having an intro cutscene that gives some reasoning as to why you're killing these statues. The tutorial will probably be placed after this intro, with the environmental style of the story segments. Then there will be one or two cutscenes interspersed between the levels. And the last cutscenes will be before and after the boss fight/boss level.
lol
HOLY
HOLY
HOLY
AND I COULD HAVE DONE EVEN BETTER BECAUSE I SLOWED DOWN ON THE LAST JUMP
FUCK YEA
FUCK NO
still num 1 on the first level haha
im doing a game jam so i cant compete with you 😓
I would add an outline to the statues, maybe you could make the outline iridescent? Though that's a lot of effort
oo good luck!
i'll try to bring more good news to you in the meantime 
😂
you deffo can
i can but it's hard and i, however it may seem, can not play 24/7
(don't look at my steam stats)
🔫 play. the. game

lol
I can try that out, the enemies currently have a thin black outline so I could change the color of it as a test
This is what I meant by iridescent btw
ah okay, hopefully I'm able to make a shader like that 😅
also, I just quickly tested out the "kill counter" popup that bibizu suggested (imagine some nice sound playing when it pops up). Any opinions (basically should I keep it or not)?
maybe the text should display "x2" instead of "DOUBLE KILL"?
i think it's good as-is because in the middle of a run it would be harder to notice a short "2X" than a "DOUBLE KILL"
aw heck lol
she will steal ur time >:o
double kills that reduce time by the slightest margin but take an equally long time to line up making it pointless 🔥
if you need that much time to line up cursor, then it's (not meant as an insult) an issue about you
increasing mouse sensitivity may help
i personally play on 1.6x
re-reading this two seconds later and i think you may actually have a point
in my current record on 07 i didn't double slice anything except the statue
(even though i could have)
put a white line at the top that shrinks, with text below it giving you a combo
then add a score so that it's not only times that you can fight on, but your score too 😈
or I can make each multi-kill give a small speed boost that stacks 
yes
finally my obsession with double kills is rewarded.
why? because it's stylish. Jonathan if you give me the ability to flip with my mouse and unlock the pitch of the camera I will do that
God do I love pointless flex
I'll add it as a setting
so speedboosts for double kills and chain kills?
yeah, if you kill more than one enemy with an attack you get a small speed boost depending on how many were killed
might be for later
but am getting an idea for an incredibly high skill ceiling where at max speed you're just chopping heads like you're playing osu while trying to control an unweildly character
able to test an uncapped max speed with just a solid 1km of straight line of heads
It won't be so extreme that the player becomes unweildly, but there should still be a difference in average speed between someone who never multi-kills and someone that always does (non multi-kill player may have an average speed of 20 while a multi-kill player has an average of 22 for example)
an average diff of 2 speed would result in more like 0.5-1s
fair fair
imma try again soon, but i am a casual rn
and as a casual, it's a fun game
it's such a relief to beat someone by 0.009s after then have beaten you by 0.003s
(i'm looking at you matt)
Possibly a crazy request, but it would look insanely cool if on every such boost these "speedy" effects on the edges of the screen would "flame up" with a color (blue/red/whatever looks the best) whenever you do a double+ kill, to indicate that speed boost
When i say "flame up" i mean something like "turn into said color then fade away back to the default one"
that could be really cool!
Had the absolute honor of being an early playtester for this game
Everything is so well made and polished
okay so i "managed" to do a completion with the wallrun skip and statue skip that is worthy of being a demo
i suck too badly on this level to decide whether the skip is worth it
that wall jump trick to skip the wall climbing portion must be worth it since the wall climbing takes like 2s
really clean run btw
matt is cracked
i am cocked
we are not the same
god damn it matt
i have no idea how you have done that
i did it almost exactly like you did in #1198303097592754206 message and even added wallrun skip on top but i still suck balls
this is a nice number

man this level is just S P E E D level, solidly one of my favorites no i definitely didn't choke that on the turn right before the big slide
:15 - if you give me that multikill speed boost.... (insert meme of vince mcmahon falling backwards in chair)
....then everyone's times will go up
oh duh
yuh uh
i just love going 2 the SPEED ZONE
xd
like yes it would make everything faster
i just thought damn what a moment for it right there youd be going so FAST
i love fast
you need to do a larger skip on the last bit
aim for completely skipping the curb
as that saves you the most time
Are you trying to snatch another one of my records!?!?
same level
You were also trying to steal this from me lol
Trying to hide it?
what are you going to do about it eh
Win

@fleet canopy you should get in touch with the creator of beton brutal :)
and apologize for stealing their game
:(
guys
i'm about to drop a crazy 06 skip
i wasn't able to pull it off completely yet in real time, but i have verified on 0.25x that it is possible
i simply missed the first head, and it is possible to kill the head downstairs after doing the last walljump
there is also an alternative route: walljump off the front side of the first left-hand-side column, then walljump off the big column that you will be facing after doing the first wallrun, then wallrun off the last column like on the video above. however i wasn't yet able to hit the head using this method even in 0.25x, and it also requires three (compared to one) fast rotations, which isn't easy
as well as the easiest, but also least beneficial, skip: do the first walljump like on the video above and then just land on the curb of the next platform to do a fancy corner-cut
from my loose estimations, this saves around a second of time compared to cornercutting by jumping onto the first curb and then climbing as normal
i almost pulled it off IRT, i just was too slow to grab up
so while hard, it definitely seems to be viable
i did it
this was easier than i thought
it looks like increasing mouse sensitivity helps a bunch
omg
damn that's a crazy skip!!
by the way if you missed the head downstairs you can still hit it through the floor! opaque walls ftw
fucking kill me if this completion is worse than matt's
literally the only difference is that i used wallrun skip
another one 🚀
imma be honest i dont see the simularity
dont slide at the end
👍
really well done
and try to do a sharper turn at the start
At the "end end", i.e. the last platform with the end point?
Why would walking even be faster 😭
Can you elaborate?
cannot confirm but i think going down makes you slower for like a some frames
plus your fast enough anyways, you wont gain additional speed
alrighty
also try and took there you want to go as much as possible
keep turning to kill to a minimum
did you mean "look where"?
look where the fastest way to go
example
when you kill the statue you stay on it for like 0.3 seconds before you turn
you need to turn while killing it
dont check and then turn just kill - turn
if i don't wait i can't hit it though
i may need to do the skip later
.
...
i reproduced my score
fuck it i can't
how did you play the game at a slower speed?
cheat engine probs
what happends when you play the game offline, get a highscore and come online again
your best times are also saved offline, so when you go online again and you got a new best time when offline then that time will be uploaded once you complete the level while being online. I will probably remove this functionality in the future to make cheating harder, so instead of uploading the saved time I directly upload the time you got when completing a level.
this will unfortunately make it so that if you play offline and get some really good legitimate times then they won't ever be uploaded
most games do this, its worth it
a demo mode like doom
would be cool
i mean in the future tho
like recording all the inputs
yea
so do you mean a replay feature where you can rewatch your run?
also, is this too "silly" for the game for an changelog/update prompt? it will only popup the first time you launch the game after an update or if you press the changelog button.
NONONO keep it i love it ❤️
alright, nice!
lol, we'll see
i wish we had more weather types
or even just a sunset
rain would be cool
(optional)
like an option in the pause menu that you can change
yes
yeah, this would be implemented way later but could be really cool
dynamic weather system
no please lol
I implemented an enemy like that much earlier in the project but it didn't fit with the fast paced movement
no I think it fits quite well somehow
it maybe wasn't the best implementation of one but I had it so you could deflect the projectiles but since everything moves so quickly it becomes hard and annoying to deflect them and even dodging them
i just had the funniest idea
what if you can use your sword as a vault pole, where you can slash the ground and you can gain height 💀
I had that before as well lol
so like, jump -> slash the ground -> convert forward momentum to vertical
really lol
yeah but I couldn't figure out how to design good levels for it so it got scrapped as well
thats fine, we getting jump pads tho?
No its awesome
make it (+) (-) (o) icons instead
As in, new, removed, changed
oh and (!) for bug fixes?
i'm not sure that will be intuitive. maybe these icons and labels right to them (in the same color)?
maybe (!) for critical bug fixes
and (✓) for normal bug fixes?
Ah maybe a list
but with the icons
So basically
that sounds a bit overcomplicated
i think categories present in the makeachangelog standard will suffice
WHAT'S NEW?
➕ New mechanics blabla bla
➖ Bad things removed
⚫ Changed some stupid thing
(except breaking changes probably because it's barely related)
BUG FIXES
❗ Critical fix for crashing when you do some stupid thing
✔️ Fixed bug when you go to the backrooms or something
makes the biggest issues the most noticeable
so people are aware they're resolved
i personally still am not sold on the icons, but i agree it should definitely be organized as a list with headers like "bug fixes", "new features", etc.
round number
what about time checkpoints btw
if youve every played surf or defrag or bhop for example
it doesent do anything but just show you a current split
also, speed boost multikills could be done on maybe special new heads you introduce down the line so you can control when and where it happens better maybe
that may hinder creativity a little
why do you think that is?
it hasn't been the experience in the other games i've seen with it
(i don't doubt you i am just curious, it's also something i am consdering for slamfire)
it's not measured from top time. it's measured from your pb typically
from what i understand, the "control" you propose will require the developer to think of possible double-slices when designing the level, in advance of any possibile tricks the players may find, which may limit the players in some cases if the developer unknowingly put a head of the wrong type in the wrong place
I think he already plans to do this with statues, recommended it to him a while ago
the statues will be the splits
Ill be honest, I feel like speed boost to double slicing wasn't even specifically needed, since double slicing already has a reward to it in that its faster
it might be more interesting to have it be only in some cases or have speed boosts granted in some other way
eh, it's just an idea. i don't need to have it or anything, i just like thinkin' about stuff
i definitely mixed up the two ideas you were saying was a bit hundering and that makes a lot more sense
and the freedom that the game currently has in terms of being able to choose whatever path you want to complete a level is something i personally value a lot and would be sad to lose
perhaps i overdramatized the message
i see where you are coming from but i do not see things as such an all or nothing thing. you'd be very surprised how often players will find something completely different even with things you consdier to be that way
that said it's not my game! it's not that big of a deal lol
yeah i think i overexaggerated it
yeah but there is a point to be said in there that i did not fully think of either so i do not believe you are totally wrong.
but there's some idea in that still
that being said, you can say very similar things about walls and pillar decorations and just enemy placement in general
I dont think worrying about it too much is needed
players will find ways to explore and exploit every detail you add no matter what, unless you try really hard otherwise
yeah that's exactly the thing
Most of celeste's mechanics are level built, not character built, and yet the speedrunning and pathing in that game is still highly developed
I would rather have a simple character and complex levels than the other way around
that last bit is just my opinion, tho
it's a balance and very abstract concept though - a hard character with a high floor vs a character with a low floor high ceiling kinda thing
hard thing to solve in any game for sure
to beginners the time saved isnt a noticeable difference
so in my opinion it give it that clear advantage to double slice
as its gives visual feedback (speed lines)
you know a game's made it if people use the word beginners
@fleet canopy Is there any special way you're going to handle these "in range/hittable" indicators for enemies behind walls? Will the indicators appear as normal for such enemies?
Enemies behind walls will not get any indicators displayed on them even if you can kill them through the wall (although I may change this in the future, but this is how it's implemented currently)
I have this in my backlog! like bibizu recommended I will add a popup above the timer when you kill the statue. If you killed the statue faster than you did during your best run then a green text appears; if you kill it slower then a red piece of text appears
yeah maybe, I'm planning on having headers (Added, Removed, Fixed, etc) with a point list below each header describing the changes. I'll try adding some icons next to each list point and see if it looks good!
What if an enemy gets an indicator and then, while still within range, becomes obstructed by a wall?
Like with the downstairs head in the 06 wallrun skip
This game looks really good! I would definitely buy it when it releases
Also Steam says that Brutal Katana is similar to Titanfall 2 which already sold me on that one 
Or with the statue in the statue skip on 02
thank you!
LMAO
multiplayer when? 
never 
I can't imagine a playable version of that, however if Jonathan ends up implementing a replay system, it would be a cool feature to see the ghost of the best player
or something like that
you forget that the ghost would look like this
the model doesn't matter as much tbh
wouldn't look great
well the primary use case (for me at least) would be analyzing routes and replicating them and improving on them
although sure, a good route would look really cool, and even cooler with a proper model/animations
omg lol
i'll beat 'em!!!!
i'mma say it ||i don't think anyone cares||
that's what i've come to expect half the time and in fact i'd rather get the hull than a display visual lol
do it 
to be fair a magical floating orb would do just as well
Everyone are stealing my records when im away 
i am playing almost all the time i am at PC
ever since the beta started
it's just too good
i swear officer no drugs
I SWEAR
lol
Lol 50 hours?
that's what I have in digimon world and I've been playing it for at least a month.
saul goodman save me
Is it just me or sometimes double killing enemies will do a "laser rifle shoot sound" instead of the usual killing sounds
that happens when you kill two enemies in basically the same frame, the 2 killing sounds merge and create a weird laser like sound
What is everyone's thoughts on an attempt counter? Would it be worth adding?
This is half question to the players and half to Jonathan
Just to clear up possible confusion
bad
understandable, have a great day
discourages trying the level for long
makes a big accomplishment like 3 stars feel less good
I would phrase that as "encourages to take breaks" but well, opinion is opinion
but my opinion is fact
I'm indifferent to it, could be something cool to have in a separate statistics menu or something
I wonder why? Because "oh man i spent so much time on these 3 stars"? For me personally that would rather be "After so much time, finally, i did it!"
But it's not unless you explain
reminded me of that lego "nuh uh- yuh uh- nuh UH" meme and specifically
What i said is TRUE! (From a certain point of view :))
xd
Thought of something: What about text when you get a new time, that shows how much you have improved, like a green -0.372 after the new time?
that'd be even better than just showing previous best time
that sounds good!
Yeah that's what i meant by the splits
that's what they show in-game too
good idea
Is anyone able to test out a new update? I just released one to the testing branch and want to make sure that nothing breaks when moving from the old build to new build before pushing it to the default branch (it all works on my PC but want to make sure that something weird doesn't happen).
If you're interested then right click the game in your steam library and navigate to Properties>Betas>Private Betas and then type in the code canbebugged123. You will then be able to choose the testing branch in the Beta Participation dropdown.
IMPORTANT: before testing make sure to backup your save file in case it becomes overwritten (which it shouldn't). Press Win + R and type %AppData% then navigate to Godot/app_userdata/BrutalKatana/save/[YOUR STEAMID]/ and copy-paste the save.cfg to some other location on your PC.
(copy settings.cfg too)
I don't think I have much data to back up...
Make sure you selected "BrutalKatana" and not "BRUTAL KATANA"
(or vice versa, my environment is probably fucked up by now)
¯_(ツ)_/¯
Also when the game releases you might want to add some encryption to this so that you can't just change the best time on the levels, but you probably already have that planned @fleet canopy
I forgot to update the steam autocloud directory which is why there is a capitalized directory as well
I was conditioned with overexcitement
Wait so setting sensitivity to 2.2x did NOTHING??
My world view is broken
for some people it did not work, but for others it did
I'm not too sure but i think it would look better if it was aligned like this
Excuse me my photoshop skills
Can you move the head on 13 so that it is in range of the first slash?
do you mean to move the first head closer to starting position?
yep
If you start with a slash instead of moving, it's just a couple cm's out of your range
alright I'll fix it!
@hushed blade do you have a shortcut on 13?
found a bug
:(
It's impossible to double-slice the statue
Typing this while still uploading the video
Surreal experience
Let me see
Ah that
In short, curbjump like your life depends on it
ah ok
It's possible to avoid curved walls altogether if you correctly time your jumps from curbs
Although i was only able to skip curved walls up until the platform after the long slide
But it's possible
I'll fix it!
Should i send the gameplay?
Nah, no need ❤️
too late i started uploading 😭
What about making the curb's hitbox curved on the inside so that you don't slide along it if you miss the jump slightly?
I'll wait then
i personally love the challenge
I'm not quite sure what you mean
is this better?
It's an improvement i guess...
Y'know, in a perfect world the left side and right side would be of the same height, but this is much better yes!
If i understand correctly, they basically want it to be harder to slip off the curbs
i am dead serious
i think it's possible to go under 16
So that it looks like this (the hitbox)
That way you don't slide along it when you just hit a little too low
sorta like coyote time but for ledges
ah okay, that can be quite nice to have
maybe this would be better then?
it's good
to be absolutely clear, i don't like it 100% because of the little asymmetry/inconsistency, but i barely have an idea on how to fix it, and even that fix i imagine would hardly be possible to do cleanly
and also i imagine most players wouldn't be bothered with this as much as i am
that is not to say that you have done a poor job
and i still like it much more than the original
it will have to do for now, I will make sure to improve it in the future
i wonder what sound would slicing two heads in the same frame as their markers appear would make lmao
a really messed up sound lol
I uploaded a small patch that fixes the double slicing bug, updated pause menu leaderboard and moved the first enemy in level 13
Does steam have delay? (No update in the launcher yet)
you probably have to restart the steam client
No nevermind i exited the game second time and the update button showed up
nice
knew it
have you found any new bugs in the build or is everything working as expected?
oh well
Nothing yet?
although the speedrunner above me might have something
i'm not sure if it's a bug but in the above-linked case the "star" inside the head is left visible
you're gonna make me blush 💀
it's not really a bug as it is an unfinished feature, there are still some edge cases to fix with the targeting system
well If no bugs have been found then I'll push the test build onto the main branch!
nah the game MUST be HYSTERICALLY laughing at me
this is third time in two days
i was just going "wtf why doesn't it turn when i press q" and then i remembered i only have to press space now lol
lol, its a bit weird in the beginning when you're used to pressing Q and Space. But after a while it is much nice to only have to press space imo
HAHAHA
*nah phoenix MUST be HYSTERICALLY laughing at me
And for some reason I keep first place instead of splitting it?
We should just both get second place lol /j
steam leaderboards don't have the concept of splitting i think
i'll beat you anyway in a minute !!!
Well, it can be fixed since they can parse it before displaying it
oh actually yeah
But to be fair, most of my 1st place records were just randomly aqquired while trying to get 3 star on all the levels
you must have different standards for three stars
i literally had to do every corner skip imaginable for that score lol
I just want to inform you that lvl 11 was not one of the levels I just randomly got 1st place on
the start skip is harder with the fix but still viable
the corpse has nothing to say
the corpse remains silent
i can't remember more quotes
You know after playing with the highlighting of heads, I actually find it quite distracting
i find the sounds most distracting, but after a while i got used to them
i found "hittable" markers very useful though
and by the way, you can turn them off in game settings
Yeah, just found out
Can you jump from the 1st to the 2nd platform at the start without vaulting?
i love reading changelogs
nice, hope mine isn't too messy lol
its clean so its nice to read through
also i launched the game to check why does slicing feel so good in your game to try to implement sword attacks in my game but all i can see on slicing effects is just fov change , animation and audio
like god damn seems like you dont need a lot of stuff to make a satisfying attacks
yeah you don't need much to create satisfying fps melee combat
also , are the songs that are in the game not copyrighted or how does that work
I purchased a license for them through Epidemic Sounds, all songs are from their collection
this might be just me but i feel the combination of changes this update made the game dramatically easier for slicing to the point that i'm killing things without even thinking or intending to
i guess i would phrase it as i feel like i literally don't even have to aim even a little bit anymore. i don't know if that's exactly what you want or not and i know this is likely a very not popular take but it's noticeable to me
i'll have to try more later w/o it to see if it's the othe rstuff too (doc appointment) but just my earlier glances this morning
I may have forgotten to change back the damage hurtbox size to the old one while testing the targeting system 😅
that's why it's much easier, the hurtbox is quite a lot larger than it was before
but the targeting system also makes it easier to time your attacks properly
wait so in the testing branch the hit "range" is bigger than normal?
is it fixed in "stable"?
soon! will upload the new build in a few minutes
but the difference it made was smaller than I thought so I doubt you'll notice it
the range is the same but the size of the hitbox is quite a bit larger (due to testing). so right now you have 0.5 units more range than you're supposed to and 0.5 units more "width reach".
Put the leaderboard above the "PAUSED"?
I tried that but it looked kinda goofy and the music player overlaps with the leaderboard when changing songs
Ah
Hm, maybe just leave it as it was then
Actually to be fair
Hm
I think the issue is that there's so much dead space and it kind of feels awkward
or actually
Or perhaps that it just doesn't fit 🤔
However i don't know where else to put it
I actually think that might be the issue
it doesn't really fit since the titles have different font sizes and the buttons don't match the gradient entries
Maaaybe try adding a <tab> shortcut to the pause menu to immediately open the leaderboard in full-screen?
Will not look awkward
At least
yep, that's a good idea!
oh, also I'd do something like a subheading for the global leaderboard if you've been thinking of adding a score value 
so, now a new build is out that reverts the damage hitbox size to normal
Should the stable or testing branch be used by now?
the default and testing branches are the same right now, so use the default branch
enemy marker bug
yeah the feature is still WIP so occlusion hasn't been added yet
wait did no one before me use this skip
lol
bug
i posted that earlier but was ignored from the flood of speedrun time screenshots 
lol, try to take a break from the game over the weekend
it might make you better at speedrunning
i am taking the whole next week off for medical reasons so 👍


