This week a lot of small tweaks, balancing and gameplay polishing was done: the stamina behavior was improved (now it takes a while before the stamina is regained after it was completely drained), the parry detection is more efficient, as well as the hit detection on enemies. Changing targets when locked is now more intuitive and the player can choose easily what target they want to attack.
Since it was clear that being immediately expelled from the Elk’s back while near enemies was frustrating for the players, a small change was made in the Elk’s stress behavior so that now the stress simply increases much faster instead, making the experience of riding more manageable.
Direct swap items on the Elk’s inventory is now possible, so there’s no need for the poor design decision of dropping the item and then picking it up again.
In the art department, the work on the new enemy is advancing smoothly. Here is HighPoly model:
We are also coming up with a new foe for the Girl to fight with, a big armored Ancestor that will require careful planning in order to be brought down.
Meanwhile, we also continue to replace old animations with fresh ones, such as this: