#BRUTAL KATANA - out now on Steam
1 messages · Page 4 of 1
according to my highly accurate scientific math, i spent 7 hours a day on average playing BK...
hey at least there's a proof the game is good
no wait that's rather a proof that i don't touch grass
forget i said anything lol
lol
wait until you discover roblox obbies 🔥🔥✨✨✨✨❤️👍👍
fps of the game degrades as you restart more and more
are you deleting the enemies?
yeah just tested it out by spamming restart
fps deffo degrads every time
it's probably the targeting system, I'll fix it right away!

new build is out
testing 
its all good!
yk what would be funny asf
show the amount of replays on the leaderboard
😶🌫️
ovs the scores already on the leaderboard would be 0;s
could be cool to add
would be cool to judge ppl
haha yeah
no problem! I should be thanking all of you for testing the game and giving feedback. It is tremendously helpful!
have you created any games bfore this one?
I've released a few really short and unpolished horror games
But I've mostly just created a bunch of unfinished prototypes
ah fair enough
also, for the kids, maybe make (instead of blood) the heads explode into confetti
idk if that would be hard to do
but i think it would be worth it :)
the blood splatter does use it
ah so it spawns a few planes with a bood texture on it
yeah
would the inside of the head still count as gore?
it would, I would probably just replace it with a darker stone texture like the statues' surface
maybe haha
or ... a space texture
like that fornight skin 😂
idk about that one tho
would portals be too out there for this game
it wouldn't really fit with the visuals
as a movement mechanic?
no like a set portal into the map
ah, so a portal behind where the player starts? that could be cool
i meant like 2 portals linked together so you go through one and you exit out the other
but that sounds awesome
or a boat
where would this be used though?
do you want to have segmented levels with portals connecting them
no like you keep your momentum when you go through them so it could be used for some platforming
ah okay
Like portals from portal 1 and 2 right?
yess
theres some intresting speed puzzles in portal 2
i loved the speed gel from that game too
something like that could be a really cool dlc or free content update
i would pay for that shit ngl
also ngl contexually it doesnt make sense your slicing enemys that are already sliced
the story will explain it
theres LORE???
The pie is a lie?!?
a little bit at least: )
how did you know!??? /j
Odin swallowed it
we've been plagued with a drought ever since Poseidon was killed by odin and swallowed up the sea, I (a demi god) has come to kill had return the water from the depths of his soul
the main character is japanese killing a greek god 🤔
or maybe the main character got the sword from the best blacksmith in japan
Bring in some egyptian gods too!
lol
the closest thing I've added to a dash ability is probably the ground attack mechanic
You could launch yourself a few meters into the air by attacking the ground
I just realised, @fleet canopy a good idea would be to annotate the leaderboard times with a "major version" and if that major version ends up changing, it invalidates the previous runs (but the previous times, but only going back to the previous major version, are still visible by toggling them on and off, maybe?)
this would need per-level versioning. i would be disappointed to see my score invalidated if the level didn't change, or changed in a way that does not make my score no longer achievable
invalidating scores when they can no longer be achieved sounds "fairly fair" though
also there would be a question of how the player achieved their score. one player may have used a route that's now impossible, and another just mastered the execution, and both achieved similar scores. it would be unfair to invalidate the latter player's score
another thing is that "invalidation" does mot necessarily mean "removal". i think many would appreciate if their scores were still stored and viewable even after invalidation
When uploading the scores to the steam leaderboard you could maybe prefix a set amount of hours to the time based on the version the time was set in, and then remove then when parsing for the leaderboard?
That way it's still all on steams side
AFAIK steam leaderboards allow attaching arbitrary data to every score
That could be used instead of altering scores
Might be, never used the leaderboards
Neither did i, i just looked at the docs XD
Didn't think to look at the docs, however I just did, and it seems to suggest that you can pretty much upload as much as you want, which should make replays possible?
However, knowing the steamworks sdk, there's prolly some weird restriction from 2012 that limits it for backwards compatibility
lol he spent like 3 hours yesterday just playing level 01
i'm still trying to replicate their 03 score
it seems impossible
i'm on 0.5x and doing every skip i could find
i barely got under 16s
(approx. as i didn't submit the score (and had to stop before the end point) for obvious reasons)
I can ask him later to see how he did it, maybe there some insane skip that's hard to find
are they here?
no he's not in the server
would be good to know lol
i'll try to find the skip myself in the meantime
"find myself" smh
lol
OKAY BUT WHAT THE ACTUAL FUCK
I TRIED DOING THIS ON 0.5X AND COULD NOT BUT ON 1X I COULD???
I DIDN'T EVEN CORNER CUT
i'm such an unskill
damn, what shortcut did you use?
i'm uploading
i started uploading a few minutes after i sent this....
my internet is as good as my skills on 0.5x lol
what's worse is that i'm uploading the 0.5x recording, not the gameplay behind the above screenshot :(
here's how harxann did it
upload failed btw 😭
anyone here that thinks this would be annoying if it popped up every time you complete a level or is it fine?
If it can be cancelled by pressing R to restart or enter to continue then it should be completely fine
Also I think it looks really good!
Same as Phoenix said, but i would add that maaybe a different sound for negative results would be good
a different sound will be added, just haven't found a good one yet
it can be cancelled, and thanks!
I have a more technical question thats unrelated to gameplay, but I really like that New Update screen and was wondering how you did that with steam?
I just check what version of the build is running (which I get from the "project version" project setting)) and then if the saved version of the build is different from the current version of the build I display the update screen at startup (and then update the saved version of the build).
so no Steam logic is used for it
Completely DELETES flow if you had to wait
Ahh alright
I honestly dont mind it
if its cool, would you add color to the end so like it turns green when your faster than your best time and red when its slower
(didnt mean to reply)
make the gradient fly in from where it shows up, from left to right
And add particles to the stars you complete?
I think that'd make it look a lot cooler
I would also group together the times that show up, and make the stars that show up more intense as they appear one by one 🙂
new here, catching up from the start, holy wowee this looks amazing
thank you!!
back from vacation, see that there is an update 👀
changelog cuts off when i resize the window
Im not sure how you do it but ive had these issue in godot before where resizing the window changes the way the font fits into richtextlabels and I have no idea how to fix it haha
Can you navigate (scroll) the text with w/s or up/down?
this is as far as it went down
afaik to reproduce its start windowed, open the changelog, then maximize the window and open again and it is cut off
although haha now i cant get it to do that
Does maximizing the window turn the fullscreen setting on?
yeah setting the window to maximize makes the game settings think it is fullscreen
hmm, is there a way to differentiate it?
I prefer playing maximized rather than fullscreen, because of how my monitor is
I have it in my backlog to add more window options like: windowed, maximized window, fullscreen and exclusive fullscreen. I just haven't gotten around to it yet which is why maximized is treated as fullscreen
I see, thanks
Also is there a skip I need to use to 3 star level 3 I cant hit the time 😭
Is it the level with the curved wall at the start?
Look at this video and see if they're taking a different route compared to you
Also all the 3 star times will be increased in the future, they're currently a tad bit too hard for newcomers
And when you have lower fps
lol
nah they are just taking the corners tighter I think
I just did a run where I wouldve beaten my time by half a second so I just need precision
also i lied looking at the speed its worth ALWAYS being in slide mode
also you can fully skip goin on the wall ride if your quick and your on the curb
(8 seconds in)
iirc i did that
just not in the vid
and still yet
wish i could play rn
HOW DAFCK YOU DO THESE 02 SCORES
lmao
not even trying to imagine what hanxann (that is their nickname?) did
testing out some jump pads, visuals and audio still WIP. if anyone has some cool ideas for their visuals then please let me know!
I think they are really cool!
They don't look that 'natural' when they are just floating tho, or is that just temporary?
thank you! the floating jump pads are temporary. I think they will mostly be grounded, and if they're going to be placed in the air then their visuals are going to be more plausable (ie they will look like an object that could/would float)
is the whistling in the death sound new or i didn't notice it before?
I would make the base a distinct material from the rocks in the walls
the stretching of the hologram doesnt work IMO either
when you land, i think that is what is happening
other than that I do think simple is better
alright, thanks for the feedback!
it's always been there
how do you make/get your sounds?
the sound design is great
fr
the death sound is from a sound library I've bought but most of the other sounds in the game are a mix of a bunch of different sounds I've gotten from sound libraries, freesound.org and zapsplat.
wow, thats really neat
what does everyone think about a mechanic where after unpausing the game the game is still frozen and a 2 second timer appears in the center of the screen. Once it reaches 0 the game will continue as normal. would it be annoying or useful? it gives the player a bit of time after unpausing to adjust to what is about to happen.
It makes sense, maybe make the amount of time custiomizable?
something like 0-4 seconds so you can also turn it off?
I was thinking of making it an On/Off setting but adding customizability to the duration is better!
im in love, i thought it would be like the actual pad is rotated and you have touch the face of it
been working on updating the visuals of levels to make them look less prototype-y, here are some videos showing before and after (shoutout to @lapis jasper for the ideas!). I'm still trying to figure out how to make the floating walls more interesting but overall I think the new look is much better.
Level 07 before:
Level 07 after:
Level 21 before:
Level 21 after:
nice!!
I like it, do the bushes obstruct curb running? I can't imagine any scenario where they would, if they don't it should be fine ❤️
thank you! bushes won't obstruct curb running since they don't have any colliders!
Now that Phoenix brought this up, i'm worried they sometimes may obstruct curbs visually
There are no bushes on "speedrunning-critical" curbs on the videos you've sent, so i just hope you will take this into account when designing levels
they will never be in speedrun critical paths. they're only near the goal and the statue (where it does not obstruct) and in other parts of the level where it is not obstructing your view/route
Rewatching the new 21, there is one partially obstructed curb on 0:14 that i personally use for speedrunning, but the bushes are far away enough from each other (i.e. they're not just "spammed" on it) that it's not a problem
ah okay, I don't think they should be a problem since you can still walk on the curb + when you're on the curb your view isn't completely blocked since they're quite short
I could also make them semi transparent when standing on the curb if it becomes an issue
No-no-no it's all right
As i said, they do not fully cover the curb
The curb is still visible, in other words
thank you! 🙏
havent played the game in a while :(, if you havent added it already you should have confetti spawn when you have a new best
also different unlockable katanas when...? 😻
for 4.99$ each 
I'd gladly pay 5$ to replace the katana with a chainsaw
lmfao
You could also add faraway structures?
like shapes/ islands in the distance
that might also make the game feel a little less empty
Add fireworks
Great idea!
make em billboards
how's progress going?
been quite busy with life stuff recently so I haven't gotten as much done as I would like, so progress has been a bit slow. but I am soon done with a final polishing update to the game before I get into creating the last few levels and implementing the story.
Nice!
@fleet canopy it is possible to wallrun underneath slopes (video soon™️)
Also is quadruple-kill possible? I tried real hard to line up the four heads on some level where there is four heads after a long slope and a curved wallrun but couldn't do it
wtf it's cut
but well it should give you an idea if you ever want to fix this edge case
its possible in general, not sure if its practical
is that what you are asking?
I forgot which level I did it on but it was pretty easy
No i'm generally asking if it's possible
Because no matter how hard i tried, i couldn't hit all four heads at once
Either my reaction times are shit or the killable indicator is off
(or both?)
i forgot which level I went to to do it
21 has 4 enemies with the same slice really close together, try there?
I wouldnt try to do it while running
you can stop your character right before the dudes and position until the kill icon is red for all four
cuz it is pretty precise
that's what i was doing, sure
although i didn't go that far as 21, i stopped at around 10
you dont need reaction time if you do that tho
I did it in one of the later levels ya
in my (supposedly harder?) case that was a necessity heh
i had to position myself in a very specific spot on a curb and then do a strike while jumping
this shit is so funny I wouldnt even patch this out
wait actually yeah
if this somehow ends up being optimal
monkey man
also I def didnt do that
I just walked up and did it
forgot which level but I was three starring a bunch of levels and found a really easy group to do that on
i dont think it was 21 but 21 i remember does have a candidate group
i didn't try because this happens fairly seldom, but i'm pretty sure you'll just fall off
it felt like a regular wallrun except slow because i supposedly looked the wrong way
Whatever youre cooking, i wish you the best of luck
I've been sick this last week so haven't gotten any work done on the game 😦 but I'm hopefully back to development in a few days!
hope you get well soon dude :)
thank you! : )
I'm finally back! : ) I just released an update that improves the graphics + contains some QoL improvements and bugfixes. I would really appreciate it if someone could test it out to make sure I didn't break something lol.
To access the new update right click on the game and then navigate to Properties > Betas > Private Betas and type "accessversion092", then select v0.9.2 under Betas Participation.
I'll hopefully share some more exciting stuff soon lol
Ayy, glad to have you back :D
Glad to see you doing well! I personally will be able to test it tomorrow evening
Aye welcome back, out rn so won't be able to test it
If I have time, I'll test it later today
thank you everyone!
I think a better alternative to the resume system would be a "press anything to continue" after exiting pause, though that may open some ways to cheat, e.g. ||you could create a macro that would press ESC two times after any key press or mouse movement, therefore allowing basically frame-by-frame gameplay. not sure how to counter that yet||
Also is the hit "zone" reduced in the beta? This is what it is like in stable (will send the beta example in a sec)
And this is what it is like in beta
Or is this a skill issue? XD
Also THANK YOU for adding "Level Select" to pause and level complete menus, i was wanting to ask for that so many times but i forgot, it's very useful
I had accidentally reduced the hitbox of the enemies when fixing a bug a while back lol, I'll try to get an update out tomorrow that fixes it.
I like the "press anything to continue" idea a lot. I'll see if I can come up with some way to prevent the macro cheating.
Also was level 6 modified? Compared to the stable version, i have to slide longer on the start to perform "that" wallrun trick, and it seems it's now much easier to just jump from one platform to another. (Speaking of the first section/"first three platforms until the large platform")
oh, the misery
lol
lol
lol
none of the geometry has changed from the stable version to the beta version and no velocity related code has been changed so I'm not really sure why you have to slide longer. maybe it's more of a visual thing since the appearance of the level has changed?
maaaybe, i need to re-check
nope you're right, it's an illusion
also apparently i was talking about level 7, not 6, sorry for that too
Debatable, but maybe the default option for "Exit to Menu/Desktop" confirmation dialogues should be "Yes" instead of "No"? I imagine it is pressed intentionally more often than accidentally
yeah I guess you're right, I'll change it in the next update!
im busy working on my own projects, but I am excited to test out the new stuff when im free!
nice!
After playing the game for <x> hours, R stops being "Restart" and becomes "Reflex".
can these bushes on 04 be removed (or made less dense)?
a little disorienting
it's okay if it's "for the challenge"
^I second that
Hi elena 👋
I'll make sure to remove them, if you find more bushes that are in the way then please tell me!
elenakrittik, which build did u play on to achieve ur time on level 7? (congrats on the crazy time btw)
beta
there are some obvious corner skips using the newly-added floating islands
also
YOU'RE SAYING MINE TIMES ARE CRAZY???
you only need to look in the mirror to find crazy times, i've got no idea how you've done half of the times you achieved lol
more than half actually
thanks, didnt know until now
haha, thanks! i could show how if you want to
i can upload the recording a bit later if needed
i'll hold you to this when the time comes :) for now i'll try to figure things out myself
yeah if you dont mind! curious to see how you finished it
wow well played 👏
@sullen tulip do you have footage of your latest 07 completion? i tried everything i could and i give up on understanding how you dropped another half a second lol
i dont have footage, but i can record and try and get a similar time
i would really appreciate that
@fleet canopy these bushes are also a little in the way on 09
(btw, as far as i tried, the removal of the pillar behind these bushes does not affect possibility of (my) current record, although i'm not sure if harxann's record is still possible)
(although it is harder now because the character doesn't always wallrun on these islands' walls; should the "hitbox" be made less rough?)
öh i just found a new shortcut
i bet you could find a shortcut in a straight line...
ill send you the vid of my run with the new shortcut, let me edit the vid rq
omg i was recording the wrong scene
brb i have to redo everything
the "shortcut" that i found is that you can wallrun around the island, instead of climbing on top of it, but idk if it actually saves time or not.
wow
alright, I'll remove them!
Finally free today, imma beat u on this one rn
you gotta beat hanxann instead i was second again in less than 30 minutes after i posted the thing 
😂😂
Make the bushes square man💪
So they look better together
That's how rich people trim their bushes
Otherwise it looks straight out the Wilderness
Unless it's a full orb
Rich people trim their bushes like that too
But they're usually quite a bit larger
this leap seems goddamn impossible
not to mention having to come super close to the pillar to reach for the head in the corner yet not hit it and land on the curb
try hitting this statue while ur sliding on the ledge for an extra boost
I can try making them more square, it could look really cool
I don't remember if this was already suggested or not but "practice mode" would be insanely useful
how would a practice mode work?
I can only see it working with savestates which would be a little tricky to do
did you mean hit the column with my body?
because turning around to kill the statue while on the "second" ledge sounds impossible
i didn't think too hard about it beyond "yeah that should be feasible"
i imagine something like on "startpoint" key press, the game would record player's velocity and position, and then "R"estart would reset back to that state instead of the level start
with a counter like after game pause (a "press to continue" would be much better but there are unfortunately concerns)
i mean that you should hit that statue AFTER landing on the ledge, not before. if you kill the statue before you land, you will be slower.
but the statue is after the leap?
i'm sorry if i'm being dumb but i'm really confused
if you look at my video at 0:04-0.05, you will see me hit the statue that i am talking about while im sliding.
this gives an extra boost
yeah exactly, the head xd
i'll try it next time thanks!
npnp
I'll look into implementing it! do you think a noclip mode would be a good replacement for it or is frame-by-frame analysis/control of movement more important than analyzing the level layout?
my bad for being ambiguous about what i meant by practice mode
i meant it literally, as in "game "mode" where you can practice specific parts of a level" (instead of having to re-play big chunks every attempt)
if i understand "noclip" correctly (bypassing most of the collision), i don't see how it could be useful
frame-by-frame analysis would certainly be a nice feature to have in the long-term, but i don't think it will have much use beyond confirming/"unconfirming" (forgot the word) that some skip or technique does, in fact, reduce total completion time (||the other uses would probably be TAS (but we're far from that) and checking legitimacy of completions (but this couldn't be used until completion replays are a thing, which is a whole other topic)||), because we already have cheat engine which perfectly does the job of allowing to test practical possibility of skips/techniques/moves
Yeah, essentially this
Place a checkpoint, and have deaths/restarts spawn you in the same state and position as you were at the time of checkpoint placement
(except that we only need one checkpoint, which i imagine simplifies things quite a bit)
Also, this should go without saying, but completing a level in practice mode shouldn't count
ah okay, now I understand. So anywhere in the level you can press a key to spawn a checkpoint at your current location and when you press "R", instead of restarting the whole level you get teleported to the checkpoint.
Yeah
It'll be funny
I can definitely add that, it's basically just 10 lines of code lol
What lines 
Also would say since it's speedruning, have the timer restart when you go back
sure, but as elena said your time won't be uploaded when you complete the level when in practice mode. but I guess it could be helpful to have the timer restart anyway
wonder how well branching paths would work out for this gam
not very well i think
while multiple paths could theoretically add more possibilities for skips, in long term there will always be one "optimal" path and everything else will be unused
i can't deny that multiple paths may be fun to explore at first though
I think it could be fun
For the average player it can be fun to just figure out the easiest way to complete a level, but if the branches are close enough, they can be jumped between by speedrunners?
That could be cool
i mean yeah it's more of a positive, but it's unclear (to me, as i'm not the dev) if it's worth the additional work
branching paths are hard in this game because of how enemies work
unless its a loop around where you do one section forwards and come back the other way being your choice, not sure there is an easy way to incorporate enemies and branching paths
a huge part of this game is flow as well, branching paths dont work well with flow
I think better would be secrets and paths meant for skips
oh right the kill all enemies requirement
branching paths could definitely be fun, but I won't implement it before release since it would be quite a lot of extra work to add mutliple paths to each level.
This is of course my opinion, but i think levels shouldn't be majorly changed after their "release". While they are in "beta", sure, that's what betas are for, but not after
Now that i wrote the above down, i realized i don't actually know why i wouldn't like that :|
What I meant was if I release more levels after release then I may add some branching paths to them, but the current levels in the game will remain as they were.
oh sorry then, i misunderstood the "each level" part
no problem, I worded it quite weirdly
Random thought: it would be nice if using "select level" from pause/completion menus defaulted to the current level instead of the first
as far as i could test, only the first kill gives a boost, sadly
btw, do you pull this thing off consistently or do you do it 1 in X attempts? even in 0.25x, i was only able to pull it off once the way you did and i feel like i pushed coyote jump to its limits lol
HOWEVER, good news is: it is actually easier (faster?? i saw speed increase to 48 for a brief moment (+1 compared to the sliding speed on that curb), but it probably would've barely mattered) to jump over the curb and then jump back on it after landing and killing the last head on the middle island. from my tests, this way it is both easier to hit the head in the corner of the island because you don't have to turn left as early, and it is, for some obscure jump mechanic reason, easier to perform the leap
hmm thats weird. if im on the ledge id say my success rate is around 20-30% maybe. And yeah u are supposed to abuse coyote jump to the max. not sure i understand how the new timesave u discovered looks like, but it sounds huge that it is easy to perform.
it's not necessarily a time save (if anything it'll be slower), but yeah it's significantly easier. i'll record when i have time
ah i understand. would be cool if we could push that level to the max. im certain atleast 14.7xx is humanely possible
also if it makes things easier for you, you dont have to be on the ledge to do that shortcut
aaaah i see. yeah i think its a sliight time loss, but if it makes you more consistent than its huge
@fleet canopy i've been looking through the old stuff and it seems the parkour movement demo you've published quite a while ago has a different password now? it's okay if it's intentional
this should be the password: 4231
try 123
worked! much appreciated
np
seems like for harxann's times i'll have to abuse coyote jump as well, but still nice!
why did it cut the ending off
I've been working on replacing the tutorial screens in the game with cutscenes to make it more immersive and interesting, but also to allow me to include some sort of story in the game. Here's a look at how the first tutorial looks before and after.
I've got a question regarding the new cutscene tutorial. Does it properly explain what you're supposed to do in the level? Would you understand it if you were a new player?
(I'll probably still include the video tutorials as a diegetic screen in the level after the cutscene has been played. But I want to make sure that the actual cutscene is still effective in communicating to the player what they're supposed to do.)
(also the flying cube will be replaced with a proper model soon, it's just placeholder lol)
"See that head over there? 😇
KILL IT"
yes 😈
KILL THEM ALL
Great job overall (although i will admit i personally like the old style more)! It should definitely be clear for a beginner. However, it'll be even better if e.g. the "..over there" was syncronized with the camera movement
love the new tutorial! if ur unsure about the tutorial not being clear enough for new players, u could point out how to kill the statues, so something like:
"KILL IT using [mouse1]"
thank you! I will definitely update the timing of the cutscene to be better. did you like the old tutorial more because of its simplicity?
thank you! there is a cutscene before this one that explains how to attack, but it definitely wouldn't hurt to repeat it.
I would be lying if i told the reason, because i just don't really know. Maybe i'm not a fan of interactive tutorials, or maybe i like when information is more densely packed (especially for such "simple" stuff (the quotes because i am talking as me-current and it may not have been simple for me-past)). No matter how much i try i can't revert myself to the "noob newcomer" state and accurately weigh what is better
ah okay, the new tutorial is definitely longer and maybe not as effective as the old. I personally like it a lot more since I feel like the old one felt kinda unfinished/prototype-y.
the old one felt kinda unfinished/prototype-y.
that's one thing we disagree on
it absolutely fit into the game's (ui) design
true, maybe it feels like that since it's been in the game so long and I just want to see something new (kinda like shiny object syndrome or whatever its called)
that's not to say that it couldn't use a bit of polish though (e.g. stopping video playback on the last frame and then allowing to replay with a keybind would've been nice)
or maybe it's all just preferences
my opinion shouldn't decide anything for sure 
yeah I think a lot of this is just preferences, I personally prefer more interactive tutorials in games which is why I like this new tutorial more than the old one
i recalled a nice saying related to this: i wouldn't trust my own opinion XD
lol
oh I also have another question for the people that have played the game, does any of you ever actually look at/use the information seen at the start of a level (best and qualifying times)? I'm going to be adding subtitles to each level to make them easier to distinguish, so basically Level 01 may be called something like Level 01 - The Beginning.
If no one actually uses the information then I'll probably remove it to prevent the information screen from becoming too cluttered when adding the subtitle to it.
the subtitles will describe the overall layout of the levels/their key features, right? because if it's purely for referring to levels you can't go any simpler than 01, 02, ...
yeah it will describe the core structure of the level
as for the actual question: i personally don't look at qualifying times at all, except maybe early on when i haven't completed all of them. if proposals are accepted, i would suggest a new layout like this (ignore my crappy photoshop). it still contains the information about stars (namely, how much of them do you have (the time needed arguably doesn't matter enough because it's always "just do better than you did last time")), current best time, and level title + subtitle
this was exactly how I planned on doing it!
lol
If you are clicking to advance the text then it's fine, otherwise the text is moving quite fast in the video. Otherwise really cool, I think it explains it well!
nice, the dialogue only progresses when you press space.
@fleet canopy It would be great to have an option to disable record uploads (until enabled back)
Personally, i'm trying out route possibilities with cheat engine quite often and i am simply afraid of uploading an unfair run (also it would help measure the "actual" time that completion took; usually i have to estimate it because i have to slow down/go past the final checkpoint to avoid uploading the result)
By the way, i have no idea how that works, but it's great that using cheat engine does not distort music
the music manager node's process mode is set to Always which makes the music always play in realtime even if the game is paused or slowed down.
I can look into adding an option to disable record uploads. A temporary solution for this would be to disconnect the computer from the internet before you complete a level, that way the time will only be saved locally and not uploaded to the leaderboard.
Yeah i wouldn't have asked if it was that easy 😁
I'm on desktop and my pc "box" is deep under the table so disconnecting the ethernet cable isn't exactly convenient (besides the fact that i may be downloading/uploading something in the background)
I would imagine this isn't a rare setup
ah okay, having an ethernet cable definitely makes it a bit harder lol
launching steam in offline mode should work
||famous last words||
That does seem to block steam connections from the game, but it also prevents from viewing leaderboards, which is arguably not necessary in these circumstances, but still is a con
brootal katana when
soon-ish
brutaling all over my katana
I'm currently working on the credits scene of the game. For the people that have tested the game: who wants to be included in the playtester category?
- React with 👍 if you want your discord username to be included (or a nickname of your choice).
- Or react with 🔥 if you want your real name to be included (so something like "discord 'Real Name' username" or just "Real Name")
Release soon? 👀
I didn't test, but I did make this recommendation. Does that count?
🥸
sure why not, that suggestion was really good!
I will hopefully have the final build done and tested sometime next week, and then I just have to submit it to Valve for review. And after that I can finally release the game!
WHOA TAKE MY MONEY
(no pressure though)
@fleet canopy Were achievements recently reset or it's just me?
yeah I sadly had to reset them due to a bug. The new achievements (and some of the old) aren't attainable in the current build due to backend code changes.
Cool, thanks
@fleet canopy I think fullscreen is broken in the latest build
Changing "Display" settings back-and-forth didn't help
wait what
i launched a second instance and it opened full screen
Yeah sorry nevermind
Must've been a one-time bug
weird, was this on the latest stable build or on one of the beta branches?
i believe it was stable
I'm just about done with the game (just got some small optimizations to do), I've added a title animation and wanted to get some feedback on it. Is it "too much" or does it look/sound good (it plays every time the player enters the main menu)?
can it be skipped? if yes, then play it every time, otherwise only play it when you boot up
it can't be skipped so I'll make it only play the first time you boot up 👍
I'd like it playing everytime, maybe add a toggle option?
I think its cool, I wouldnt mind it everytime you launch the game
i not much in favour of it so it'd be nice if it only played once
(side note: wow that's a swarm of opinions!)
lol. I'll make the intro skippable + only make it appear on startup to prevent it from getting too repetitive.
💀
i've started a new game after the last update and have been playing for about an hour
i only got this achievement now lmfao
i'm an "R" spammer
also, i don't think the "Q" key is taught anywhere? not sure if that's a problem, just bringing this up for discussion
have you not been able to get the achievements for killing a single statue etc?
nope, all seems good
nice, I was afraid they were bugged for you for some reason
no it's just that i'm pressing restart after i do a tiniest error on earth lol
and therefore don't die, only restart
ah okay
also the turn mechanic is kind of "deprecated", it was implemented since you needed to press Q to perform the wall climb turn. now you don't need to press Q anymore which is why it's not taught anywhere
but it's still in the game since I personally like to use it
i do use it as well
@fleet canopy i think it would be useful to point out in the vertical slicing tutorial that statues can be slices with mouse2 as well
it should say that you can attack vertically by pressing mouse2
nvmr, read it wrong
I will add it!
fair enough 😂
it looked too empty without it 🤣
totally understandable haha
would be fun for credits to have another section after "Writing" (the last one) like:
Why Is It All Jonathan Fasth?
Jonathan Fasth
a bit of self-reflection in the text
true lol
revisiting the steam page, i don't think that the game ended up having vaulting (mentioned in the "features" section)? also, personally i would replace "[a] short [game]" with "[an] easy to learn, but hard to master [game]"
because in no world is this "short"
and i'm not alone afaik
(||PLEASE TELL ME IM NOT THE ONLY ONE WITH THIS PLAYTIME||)
lol, I think most people are probably gonna play through 50-100% of the game and only replay levels a few times which will result in most people having playtimes of 1 to maybe 2 hours which is why it's described as short
and don't worry you're not the only one
with a lot of hours
ah fair
maybe then "short" and "easy to learn ..."?
yeah
unrelated but
the eye is scarier than the actual enemies lmfao
the way camera zooms in on it in some cases is intimidating 💀
haha, it is a bit unsettling but i like it
it stares into my soul
yea it's good
yeah more traditional vaulting like the "kong" in parkour is not present in the game but I've kept vaulting on the store page since you can "vault" up on ledges, but maybe that's a bit misleading
well i don't think it'll be a deal breaker (literally in this instance haha) to anyone (not for me for sure), so it's probably fine
this is def a shorrt game, i agree
short is the playtime to beat all levels, not to 100% the game
replays shouldnt be included
well that's an opinion :)
not really, I think thats how games are judged
there are plenty of games that finish short but take a long time to 100%
generally, sites that estimate game completion time include both
Portal 2 is a short game, but you can play hundreds of hours coop and in level editor
yes
but i agree that replays shouldn't be included
100%ing this game is also pretty quick
i was replying to your previous message
if three-starring levels is 100% then yeah. but also, it doesn't seem possible to estimate completion time for getting to the top of the leaderboard so you're right in either case
100% usually means all achievments
I wouldnt count leaderboards at al ya
you need measure
Hey, just curious. I am making a first person movement based game too and was wondering how you went about implementing your movement?
Right now I am thinking of having a target momentum and constantly increasing my velocity to match, but I am not sure about how to do the same for a target direction.
The way it works in BRUTAL KATANA is that a target velocity is calculated based on the players desired move direction and movement speed. The velocity of the player then moves towards the target velocity based on an acceleration value. If the player receives no movement input then its velocity will move toward 0 over time based on a friction value. If I want the player to go faster or slower I just adjust the movement speed and the velocity will automatically adjust.
i'm crying 😭
this is my life's accomplishment
reduce completion time on 01
by ANY margin
um
Was the game changed in any way?
the only change since the last time you played was that i reordered the menu buttons in the Main Menu's Play sub-menu, so I guess you've just gotten better lol
oh yeah that definitely caused the player capsule to be faster 
it's just that I literally opened the game and almost immediately got these scores
everyone gets lucky once in a while I guess
yeah, I
I'm 100% sure nothing changed besides that, it's the only thing that has been changed in the git commit
yeah you pressed enter too soon again
yeah lol
lol
That's about how I thought of doing it too. I am just having trouble at that first step where I calculate the target velocity. Mainly because I want certain things to be able to push the player around, but if the player is moving really fast in one direction, it doesn't make sense for a fan to be able to completely change their trajectory. Any tips?
well if you have a fan in your game that pushes the player away from it, then apply a wind velocity to the players target velocity every frame when he is in the "wind area". This will make the player gradually move away from the fan.
If you do it this way make sure to add a max speed contraint on your velocity so the player doesn't reach absurd speeds when being pushed away by the fan.
I see. So I can access the player and add to their target velocity which can push them. (Also the fan was just an analogy. My main purpose is for things like explosions and a dash ability)
exactly, the players actual velocity will always lag behind the target velocity, so even if you add a giant force to the target velocity the players actual velocity won't change instantly
Thank you for your help! Now I just have think about ways to factor in double jumps and wall running into this movement system.
On a side note, do you make any changes for when the player in the air vs the ground?
no problem! I have two different acceleration and friction variables based on if the player is on the ground or in the air.
so when the player is in the air the friction and acceleration values are lower which means its harder to change direction and if you release the movement input your horizontal velocity will not immediately disappear
I cannot thank you enough for your help. It would have taken me hours to figure all this stuff out on my own (how are there no tutorials). If you have any other pointers on how I can make a great "feeling" movement system, I would love to know. 
Check out some of these tips, updating the camera in different ways + sfx are important to making movement feel good
wait
so are actually faster in air?????
because for me it definitely feels like the air reduces the speed to zero pretty quickly
(and the ground does not)
your max speed is also modulated based on different factors. If no movement input is received while airborne then your max speed is immediately reset to the normal running speed instead of being gradually reduced. that + normal air friction is why you lose speed quickly while airborne
yep lol, the character controller is a mess. next time will be better (i hope)
I'm sure it's some state-of-the-art code compared to something like Celeste 💀
That beast has all of it's movement code in one giant class with an infinitum of member variables
I may be wrong but when I looked at it it was something like 10k LOC
lol
In one file
I think I have around 2,5k in one file for the character controller
so one fourth of the way there
I don't know if I should laugh or cry....
haha, If i include all player related code (camera, screen effects, statures, etc) then I probably have 4-5k
nvmr just checked, its more like 3.7k
camera and effects aren't really movement, and they are usually easily encapsulated/isolated from the rest of the code. movement is often a big, highly stateful machine, and it's understandably hard to "modularise" it
in my experience, that is
that's true, it really helps to have your player controller use a proper state machine though, in my (and celeste's?) player controller there is just a big switch statement in the update loop that updates states and checks for transitions. which gets really messy compared to trying to separate each states code into separate files
I mean, the alternative is the same switch statement but represented using nodes, right? what I always wished to do is something really modular, perhaps with a custom event mini-system. e.g. player could press jump and then that press event will propagate to multiple independent functions that have access to the player node and could all somehow magically agree on what the jump press will actually do
now that I think about it, with something like a priority enum that could be doable
I think it would be hard to get it to work in every situation if you really want everything to be completely modularised. but it's definitely feels like the ideal way to create a character controller.
did you use a state machine?
and then put it all in one file like celeste did 😭
I find it useful to separate each state into its own script just to prevent that kind of clutter
oh you just mentioned it above I didnt read 😔
BRUTAL KATANA has now been released on Steam for anyone that is interested!
BRUTAL KATANA is an easy to learn but hard to master, short, first-person parkour action game where your goal is to kill meat statues as quickly as possible. The perfect game to play when you're bored, are waiting on something or just want to play something short, fun, and satisfying. Features: Parkour: Fluid first-person parkour with wall runn...
$3.39
BRUTAL KATANA - out now on Steam
THIS PRICE IS A STEAL
Can't buy the game twice so bought it for a friend 👍
thank you! that means a lot!
Oooh, finally it's out !
I will buy it during the week end
thank you!
Ayyy!
awesome! left a review although I dont think free reviewers controbute to the score
try hitting that 10 paid review mark!
I advertised in a few servers Im in
They don't??? Awww D:
thank you! I'm going to try hitting that 10 reviews mark today, only have 3 left
lol
@fleet canopy Bug: if you improve your score such that your leaderboard position changes, the "select level" (opened by clicking "select level" on the completion screen) will still display the old results
yeah i got that reported a few days ago, I'm looking into it!
@fleet canopy is there a possibility that competion time depends on framerate?
taking 01 as an example, i always (ALWAYS) get worse results while using cheat engine's speedhack (which causes the (visible) framerate to be lower) than when i play without it
i'm doing the same stuff but speedhack always causes the result to be like 0.3-0.4 seconds more
btw @lapis jasper i have finally beaten your 01 score!!!!!!
(legitimately)
a tool to plot paths and have the game calculate the time would be so so helpful than recording completions and comparing damn frames
I hope that the completion time isn't framerate dependent, it shouldn't be. It could have something to do with how Cheat Engine slows down the application process? Have you tried playing with a frame cap of 30-60 vs unlimited and see if there's a difference?
hmm i didn't
I'll do some testing with different frame rates and see if I find a difference
i will as well when i can
Could be a wrong delta time somewhere? Or something that should be moved from physics_process to process?
I would imagine cheat engine doesn't slow physics_process and process equally?
I would guess that the process function is impacted the most if you slow the application process
to be honest it may very well just be a skill issue on my part
lol, I'll check it out anyway to make sure that there isn't actually a difference based on frame rate
LET'S GOOO
Hey just bought it! and also made a video on YT about me playing it's first 5 minutes of the game https://www.youtube.com/watch?v=oj1LQk4Iqq8
Pretty cool so far hope I can get better at it too
Just trying out a new little Steam hidden gem also no I have no idea why did the game lag at some places even though I have a decent PC
I also once made a comment about the game in a now deleted profile of mine here
But yes Titanfall 2 movement is great
BTW @fleet canopy maybe try telling about BK to stayathomegamedev? I'm not sure how exactly the process goes, but they showcase lots of godot games and that may give you a lot of visibility, especially that the game is already finished compared to most games they showcase
thank you for the video!! I hope you enjoy the rest of the game! (also I don't want to be too shameless but I would really appreciate it if you leave a review, it doesn't matter if its positive or negative)
I've already been in one of his videos but I could check if it's possible to appear in another one!
so
it's likely a skill issue
i set speedhack to 0.25
and recorded gameplay with fps limits at 240 and 60
Done! btw it looks like it already has 12 reviews already?
the gameplay does not rely on any kind of variables, you just open 01 and press W until you fall down where you were supposed to jump
the "end point" i looked for was the start of the climbing animation
it's easily recognisable because at it's start the hands disappear from the view
thank you! and yeah the problem is that some of those reviews are from users that received a key which means they don't count towards the review count (unfortunately). I have 8 "proper" reviews so only 2 left until the magical 10 review mark!
in both cases, the time it took to do this was within 10 milliseconds of 2.274s
nice, it would have been annoying if some critical part of the game was frame rate dependent
conclusion: i suck
lol
how bad you need to be to do better without speedhack than with speedhack 😭
anyway
@fleet canopy will it be possible to at least do same band-aid check against Cheat Engine runs for legitimate players? i.e., just check if a process called "CheatEngine.exe" is running
that should definitely be possible!
is it easy to rename processes?
i think so
i think you can just rename the file
which does mean it's not gonna work against those who actively try to cheat
but at least it will help legitimate players avoid uploading unfair runs
true
hey look where i am!
wtf, did you wall climb through the roof?
i climbed using the tree to the down-left of the center of the screenshot
one sec
compressing the video
(thanks discord)
here you go!
pls don't remove this is so cool
I won't remove it! I never thought about climbing the trees lol
from there on, you can jump via other trees onto the main ceiling
and then onto the highest one!
or not
lol
yeah it's not possible to directly access the tower from the other roofs
but i think i can also tree-climb onto it
:0
not enough height
if the tree on the right left, i meant left, is indeed the highest, you can't tree-climb onto the tower
unless via some other way
maybe you can access the roof by climbing onto the statue and then wall climbing or something
you can climb the statue?!?!?
yeah when the chains are up
my thought was to wall jump to the top
that could work as well
interesting ty
i think
i found a bug
why did i say that before actually confirming anything
lol
tldr sometimes the game starts ignoring mouse input until level restart, but i have no idea as to the cause
oof lol
it's probably due to a bug with the wall climb turn jump mechanic, if you move your mouse frantically when doing it then the mouse does not unlock properly
not something easily fixable, is it?
in theory it should be easy to fix but I just don't understand why it's happening since the wall climb turn jump state resets the mouse lock when exiting it. there is probably some other state calling it or the method to unlock the mouse is not run properly
movement state machines 😔
fr
@fleet canopy another feature request: music muting when window is not focused, similar to osu
given osu is also written in c# maybe you can even look at how they detect this
Thank you so much for your help earlier! Even though I didn't end up using your system exactly, it helped me get an idea of what to do and now I implemented the basic mechanics! #1308316327135674419
Am i going crazy or the "Strength" lyrics go "There's something called a yogurt"??
The house playlist
lol I think the lyrics go something like "There's something going strong, stronger"
@sullen tulip is this how you did 04? this completion (0.25x, done using CE) is literally the perfect completion using all the skips i could think of (and i can only do like only the first half in real time so far) after inspecting the map for quite a while now, and if you look at the time roughly at the moment i would've finished the level if i didn't slide away (0:14.27x, sorry for the quality, discord wouldn't quite let me upload a 700mb file 😆 ), it's only a bit better than yours
@fleet canopy Since the game already tracks retries (or at least the achievement suggest so), is there a way to view them?
Cheat engine runs look so cool. I dont do two of the shortcuts you do and had no idea u could do them 🫣 . I dont do the skip at 0:10 or the skip at 0:30. I see two ways u can optimize that run further. At 0:47, u can kill both the heads with one slice, which saves a little bit of time, and at 0:54, instead of going for the wallrun, u can instead land on the ledge and slide off of it to save time. I havent done that though for my PB, but it seems like it would save some extra milliseconds.
I dont do the skip
something inside me died when i read this
but thank you anyway lol
i will try all of that
I do very similar skips, urs seems to be a bit more optimized than mine, like maybe 250ms faster? give or take
nooooo i hate that level so much
i love the skip at the start :)
i really really hate it... i think i have optimized that level to the max shortcut wise, so i would have to just grind the level as it is
Closing in 👀
who would've doubted 🙄 /j
🚨 🚨 🚨
of course you have already beaten me
holy shit @sullen tulip
😭
i believe u know a shortcut that im not aware of in level 6. Mind sharing ur route? :)
😮
i put so much time into finding the most optimized shortcut u can do in the beginning of the level, and urs is way better than mine. Also, genius for jumping while wallrunning on the wall at the end
waht???
you didn't use the shortcut at the start????????
nah you really are gonna beat me by a second
i did, but a different one that is a bit slower
i can show u my current route later if ur interested
i thought everyone used it because i sent it sometime earlier
sure! whenever convenient
in retrospect no idea why i assumed that, that's really stupid of me
@fleet canopy do attacks span multiple frames?
this is the route i have been doing
its easier than it looks
i can only imagine what you will do now 😭
lol im studying ur video rn, sub 18 incoming hopefully
iirc attacks are active for .05-.1 seconds
👍
uhhhhh mind sharing ur route for level5? i cant bother with finding shortcuts anymore... ur also obviously free to ask for my routes whenever
don't you dare say "oh i didn't know about that skip!" 😭
uhh that's a weird cut
but the completion is there
was there a skip you didn't know of?..
Didn't see this till now. There may be a way for you to see the stats of a game in your library, but I'm not 100% sure. But even if you're able to see the retries stat it won't be of much use since it has a cap of 100. Which means that as soon as you get the achievement it stops counting.
i knew those skips, u just played it way better than me 😮
ah i see, okay
FOR ONCE!
lol2
@fleet canopy Is a discord server for BK something you're planning to do?
there is currently no server and I probably won't make one (but maybe if the game gets more popular after future updates)
i hate that level, dont make me grind it again
:))))
let me reassure you that's the exact goal
also it seems you hate all levels lmao
"your suffering keeps me alive" 🙏 😭
last level is fun, but yeah im kinda tired of grinding these levels
all thanks to you
you're ahead of me by a solid second on most levels
i'll need like two months of non-stop playing to beat you
which i don't have
on the topic of time 🎉
i know that the margin between our times on the first two levels are like nothing, most of my runs arent really optimized so i encourage you to try and take the number 1 spot. i love competition
300ms on 01 is like sky and earth wtf 😭
7 seconds really looks like the limit for 01 and you basically did it
i want to get the same score as you on some level just for the giggles
two 1st places xd
:o
sub 7 is definitly possible
thats my goal
but its obviously extremely hard to reach it
one thing i hate about 01 is that it's not even clear what i or anyone else is doing right or wrong, the entire level is just "cut the corner -> quickly turn around"
i think i can realistically push it down to 7.02x, but if i ever reach sub 7 then i have completed the game
true true
also have to time killing the heads quite perfectly in the end to get as much boost early as possible
also a level i dont like
xd
restored my 01 score after wiping because apparently 😱 the game doesn't really like negative numbers
no wait wrong photo
seems like cheat engine runs are very easy to do. hope no one abuses it
actually this wasn't done using cheat engine
this is just a bug lmao
lol how
DON'T DO THIS AS THE GAME REALLY DOESN'T LIKE NEGATIVE NUMBERS, but: open a level and leave the game as-is for an hour, then complete the level
overflow error!
i used "new game"
well, i wouldn't call it a major bug for several reasons:
- you're breaking the game for yourself
- the cheating is obvious as negative scores are impossible
- it takes a loong time and is highly unlikely to ever happen accidentally
it'll be fixed sometime later per Jonathan's words in any case
(not to put any obligations on him)
got it, thought the bug was way worse than it actually is
@fleet canopy i feel like when playing with auto-vaulting off, climbing doesn't work as well
maybe the required angle is too high or something
I just tried it out for myself and wall climbing is working as intended. The reason why it feels like it is not working as well is:
The player can only start wall climbing if his head is directly "parallel" with a wall. So if the players head is above the edge of a wall then the wall climbing won't start until the player has moved down a bit.
The auto-vaulting mechanics makes you vault as soon as the player detects that you are moving into an edge of a wall. So if your head is at or above a wall and you're moving into it then you will vault.
So in the video you would have needed to press/hold space at 0:05/0:06 to imitate the behavior of auto-vaulting which would have made you vault immediately instead of the player character needing to move down a bit before starting the wall climb.
What's the best spot to stab 3 enemies in 1 slash ?
this spot on level 21 is probably the easiest
nice!
this allows doing some pretty cool stuff!
such as making really wide attacks that hit even enemies that are somewhat far from each other
thank you discord for supporting the video format
i'm stuck lmao
🙏
lol
THIS LOOKS AWESOME
are you open to sharing the technique you used for wallruns? it looks so buttery smooth!!
thank you! it is explained in this thread: https://x.com/softbushware/status/1853787274665750825
@DrayOdev (1/3) wall running uses Godot's CharacterBody3D node. I'm not sure how understandable this is but here's what the "algorithm" looks like:
When not wall running:
1. Cast two rays perpendicular to where the player is looking
2. If a ray hit wall when airborne: Start wall running
nice 😎
would you ever consider doing a video tutorial on the more complex side of the character controller? that would be something I'd pay to see!
I probably won't be making any videos or tutorials for the controller, sorry
no problem! 🙂
quick question:
I'm working on eliminating shader stuttering/freezes for first time players and lower-end machines, so now every time you launch the game this shader compilation screen appears at startup and takes around 4 sec to complete (a bit longer if it's the first time ever you launch the game).
Is it too long so that it becomes annoying? or is it fine that the game takes a bit longer to launch (i.e get into the main menu)?
i think its completely fine
yeah that's absolutely fine
I think its fine
Reminds me of Index purger, but that's made in 3.x so shader compilation is behind every level in that game rather than main menu
iNdEx PuRgEr ReFeReNcE???
inDex PurgER RefereNCE!11!1!
is my discord bugged or there was a message about grappling hooks vs ziplines
yeah I removed it since I already know which mechanic I'm going to go with. but here's the videos again if you're interested in seeing them (warning: very unpolished implementations)
I was basically asking which mechanic seems the most fun for a future content update
Yeah i remember the sentiment of the message
woah the grappling hook as presented in the video is so OP
yeah lol, I think that's the mechanic I'm going with since it opens up more level design possibilities but I may have to limit it so you can only grapple certain surfaces
and which one would it be? 👀 it's totally cool if you would rather not spoil the fun
oh didnt read the last message
lol
yeah or certain points
the speed boost is immense as well
and the slowed down aiming is also very OP
but i believe that you will be able to make it balanced and fun at the same time :D
I hope so lol. if I make only certain points grappable as you suggested then I think that will nerf it enough as to not become too OP
One fun level idea i have with ziplines is to essentially make a whole labyrinth of interconnected wires attached to pillars reaching the sky, and you have to climb your way among this chaos up to the top
Could make for a lot of different completions all with their tradeoffs, but i'm not sure how much ziplines could blend into other levels
"Endurance challenge" 🔥
lol, that is a cool idea
Not even competing for time, just to keep concentration long enough to complete the level lmao
One bad jump AND YOU DIE!
a little showcase of how the grappling mechanic looks now after some polish (still not completely finished)
wait
is the slowed-down time still counted "in real time"?
like when the game slows down when killing enemies
because if so, that's actually very balanced
Yeah it works the same as hitstop
So ideally you don't want to use slow mo at all if you want the fastest times
Damnnnnnnnnnnnnnn
I know im very late but still
don't ask a woman their age
don't ask a man what their salary is
don't ask a brutal katana player how much hours they've spent on it
but
112.8 hours
third most hours i've spent on a game, above it are only celeste and geometry dash
Game-breaking bug! Literally unplayable!!
@fleet canopy Question: when slicing multiple enemies with one attack, the slow down is "activated" per each enemy sliced, or once?
the slowdown timer gets reset/activated for every kill, so if you kill 3 enemies at once vs killing 3 enemies with .05 seconds between them then the first scenario will lead to a faster time
@fleet canopy the username column in the leaderboard fails to display the username of a player on 21
I'll fix it in the next update!
Damn
I just released a test build containing the first batch of the new levels (25-36) that will be released for a future content update.
If anyone has some time to test them out and give some feedback on them then I would really appreciate it! The levels are currently in the blockout phase which is why they lack detail and are kinda rough (also they're going to have a different theme from levels 01-24).
The test build is available on the testing branch in Steam (password: 123testing123).
Since there currently aren't any tutorials for the new mechanics I will write a small tutorial for each mechanic here:
JUMP PADS
To use a jump pad walk over it and you will automatically be launched in the direction its facing.
ZIPLINE
Press E when close to a zipline (and looking at it) to attach to it. When attached to a zipline press E to detach or Space to do a jump-detach (allows you to redirect your speed better).
GRAPPLING HOOK
If you look at a black orb and a targeting icon appears (dotted square outline) then you can press F to grapple to that orb. If you hold down F then you will enter slow motion.
yoo
bug: even if 24 was already completed, 25 is not unlocked until you complete 24 again
yeah there are a few bugs like that in this testing build since I added the new levels in an improper way (will be fixed for final release of the levels)
@fleet canopy the 10/20/30 second stars are placeholders, right?
yeah
lol
omg i love the vertical rope
because to jump off of it vertically you need to temporarily let go of the W key
otherwise you go up-forward
and that will be bad if you jump before you get higher than the wall in front of you
hm wait
no
even more complex
you gotta let go of W and press S instead
because it moves you forward by default (because of momentum?)
and if you hold S for too long your momentum is no more
tldr cool
Nice, I'm glad you like it. It has a bit more depth to it compared to other mechanics.
When you press space your zipline velocity gets redirected to where you're looking (does not happen with E), so to get past the vertical zipline parts as fast as possible you would ideally look at the wall and press space as soon as you can see over the wall.
That way you minimize the amount of airtime you have
bug?: the hook point indicator needs a more precise aim to activate than to deactivate (during gameplay, only the more precise "zone" seems to be "grappable")
The detection is still wip, when you find a grapple point a timer starts. As long as that timer is greater than 0 then you will still be able to grapple onto that grapple point even if you aren't looking at it
ohh that's a nice qol feature
yeah but in certain scenarios it can be annoying so I still need to fine tune it a bit
started this game again after too long of not playing it and was pleasantly surprised at the new cutscene it has
@fleet canopy , got a new PC, if you remember the specs of my old one and how bad they were
first game I tried was this one
and it runs like a charm with a actually good PC
beat it all, lots of fun!
nice, thanks for playing!
I thought i would never 😭
Nice, congrats!
havent had access to my pc since 18 dec but im finally back now, hopefully i can beat you 😤
Still gotcha!
btw, i somehow didn't realize that climbing and then doing a slow jump will somehow be slower than just climbing, props for that
lol starting up the game rn
cathing up 👀
it's so over
also i love the discrepancy between 3 star time and the leaderboard times lmao
btw @fleet canopy will it be possible to add in-game details like with Discord RPC but for Steam?
yes pls!
I'll look into adding it in the next update
Haven't posted here in a while but thought I'd share that the new update is now done! it only needs some playtesting and then I will release it. The update contains:
- 24 new levels
- 2 new environment themes
- 3 new mechanics (jump pads, ziplines and grappling hooks)
- some UI updates
- icons for leaderboard entries
- steam rich presence
- and some smaller fixes
If anyone here that owns the game wants to playtest the new update then you can try it out by going in to Steam, right click on the game > Properties > Betas and then under Private Betas type "access123123".
Also here's some videos to showcase the new stuff: