21d228a - Integrity of This Snapshot Not Included


Somewhat big changes here! I’ve finally started working on supporting controller inputs, and the spike village now has people in it! There’s probably a boss fight coming up assuming there are no issues with the controller inputs (and there probably are)

Changelog

  • Changed all of the enemies to make them easier to fight
  • Angels will now telegraph their fireballs, and shoot in consistent intervals
  • Expanded the spike village, with its own custom bench and everything
  • You can now listen to the spike gardeners in the cutscene
  • The control settings now require you to select “Apply and Go Back” for the changes to be applied, making the process less awkward
  • It is possible to change the controls used to open the diary and the inventory
  • It is possible to use a controller. The left joystick is used for movement and cannot be rebinded, and select is used for the menus, making it possible to rebind the rest of the controls
  • There’s now a small tutorial that teaches the player how to jump, attack and heal
  • The enemies now turn red for a short time when they take damage

I tried to make it so that the name of the buttons reflects the controller that is currently connected, since Godot’s default button names suck, and for some reason it doesn’t do this by itself. Reinventing this particular wheel was annoying, and I’m A) not sure I did it correctly, and B) not sure every controller my thing can detect can be used on a computer.

Controllers are just annoying, I guess.

Files

Obsidian Glow (Windows) 13 MB
Version 21d228a Aug 16, 2021
Obsidian Glow (Mac) 26 MB
Version 21d228a Aug 16, 2021
Obsidian Glow (Linux) 14 MB
Version 21d228a Aug 16, 2021

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