Minor Update!
Hey everyone! Thanks for the feedback on the Azumi vertical slice!
I've released a minor update today in response to some common feedback! A 1.0.1 release, if you will ^_^
> Azumi's reach with the sword has been extended a bit. ~5-10 pixels. in response to people having collision issues trying to hit enemies. Sprites have been updated to reflect the hitbox extension. Reach could be further extended or cut back down depending on future feedback.
> Shurikens have been tied to the stamina system to disincentive spamming. You can now throw up to three in sequence before needing to recharge. This adds a bit more stamina management, as you gotta juggle ranged attacks with dodging. Initially I was going to use an ammo system like in Revenge of Shinobi for the Mega Drive (there's actually inactive code from the system I was building for that), but this was quicker to implement and is arguably better at controlling spamming than ammo would be.
> You can now jump cancel out of melee animations in addition to dash cancelling.
Thanks again for playing. Please let me know if you have any more feedback and suggestions!
Files
Azumi and the Vertical Slice
Action platforming with raccoon ninjas and Blast Processing
Status | In development |
Author | Just Oliver |
Genre | Action, Platformer |
Tags | 2D, Retro, Singleplayer |
More posts
- New Combos! | Azumi Devlog Week 6Aug 24, 2019
- Final Update for now!Apr 25, 2019
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