Bug fixes and QOL improvements
In this update, I fixed some bugs regarding enemy hitboxes, most notably the big jumpy guy. His hit box no longer does damage as he jumps up, and only deals damage when he is in the air falling and at the imediate point of impact from his ground pound.
The shop UI had a big overhaul and is no longer an awful mess, and you can now purchase items with z (I feel dumb for not having that by default). I've also adjusted some of the prices in the shop, as well as how much money enemies drop. You will not be able to buy everything all in one playthrough, so choose your build wisely.
The player's punches no longer have any added latency; the original idea was that it would look weird if the player was winding up a punch while also dealing damage, but it ended up making an unresponsive punch.
The floor designs have also been adjusted, mainly level 2. It's no longer a annoying to drop down from the ledges, so this level acts more as an introduction than anything else.
That's all of the main changes made in this update. As for future updates, they will be few and far between. I wanted to get the game out of the state it was previously in (a mess) and put it in a more stable position so that it wasn't super frustrating to play. I will soon put out an update for settings, and a hard mode (once you die, you start over), and after that I will work on making this the game I envisioned when I started designing this project. The levels will be less bare bones, meaning there will be more enemy types, platforming challanges, secrets to un-cover, a story, and even maybe a boss or two.
Thanks for reading and if you play my game it would be great if you could leave a comment or rate it, everything is greatly appreciated.
(Note: this update has only been applied to the web version of the game)
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MOTIFACTORY
Status | In development |
Author | CHENZODEVO |
Genre | Platformer, Fighting |
Tags | 2D, 32x32, Difficult, Indie, Pixel Art, Post-apocalyptic, Roguelike |
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