In order to make it possible for us to develop interesting environmental puzzles more freely, a simple new feature was added to the Elk. Basically, the player can now command the Elk to stay in a precise location, which will be useful to overcome certain obstacles. After telling the Elk to stay put, it will start following the Girl again if she gets too far.
Meanwhile, another Ancestor Ruin has been placed in the game. This Gate marks the entrance to a very special area in this chapter, but going through it won’t be as straightforward as it might appear.
The high poly model for the Ancestor Warrior is ready, and we’re sure these guys will prove to be quite a challenge. His weapon of choice is very menacing, and we’ll most likely show it in the next update.
We’ve also added specific idle and running animations that play whenever the Girl is adventuring with lowered stats, something that happens if she gets killed repeatedly. It was our intention to visually convey that the Girl is actually hurt and having more trouble fighting than when she is rested, and we thought a simple message prompt wouldn’t be clear enough. This is meant to work as a reminder of our “stats penalization” mechanic, so players understand why they are taking more damage from enemies and, in turn, dealing less damage to them.