Ver 0.1.3.2 - Patch/Bug Fixes
Please, Don't Take My Eyes! » Devlog
Ver 0.1.3.2 - Patch
Major:
- Found player controls not working correctly after adding pause menu to comic intro scene. Found that pause menu was trying to reference another script that wasn't needed in the intro scene, therefore throwing an error which caused disfunction for the player once loaded. Script adjusted and works as intended.
- Changed functionality of "Quit" button. Quit button in scenes other than main menu shall return the player to main menu, then from main menu will close the application.
- Added more static spikes for boss fight to restrict player from hiding in the corner to dodge attacks.
- Added SFX control in Options Menu.
Minor:
- Found comic intro scene pause menu not working. Reassigned control and works as intended.
- Found speed run timer option from main menu not carrying over to tutorial level, script not properly called in comic intro scene. Script applied and works as intended.
- Found options did not carry over after returning to main menu from other scenes. Adjusted script to retain information and works as intended.
- Added activation cooldown of 1 second to objects (i.e. doors and switches)
- Added door open/close SFX.
- Changed SFX for comic scene pages.
- Added missing echo ping to invisible objects.
- Found that player was unable to jump when on top of the large moving trap on level 2. Adjusted and works as intended.
- Found that player could still pause momentarily after pressing the "restart" button. Adjusted script and works as intended.
- Found that player animation would play when player wasn't allowed to move when player inputs were given. Adjusted script and works as intended.
- Found that Clutter Bug turn animation would still play if bug had stopped during their patrol. Script adjusted and works as intended.
- Found that player step audio would finish playing a second step after stopping. Adjusted script and works as intended.
- Found moving platform that did not attach the player when on top. Missing script added and works as intended.
- Found that if the player chooses to gain all the keys before entering the room with the boss door, regardless of if they have all keys intended, advice prompt will still display the player needs to find the keys. Disabled advice if player enters room with all keys.
- Added key counter UI to keep track of how many keys the player has obtained.
- Found that static spikes in boss room retract animation continues to loop after boss is defeated. Animation fixed and works as intended.
- Found missing spike during Wizard attack 4, spike keyframe adjusted and working as intended.
- Lowered size of attack 4 spikes during boss fight, as it was nearly impossible for the player to clear with lack of running room.
- Decreased shake amount for wizard attacks.
- Increased attack speed of wizard in boss battle to increase exponentially as the battle continues.
- Changed color of wizard attacks from grey to purple.
- Fixed issue where static spike initial animation would rise then fall immediately.
- Fixed issue where static spikes would retract when wizard was defeated but then rise suddenly after a few seconds.
- Found that player step SFX would play one extra step after jumping. Script adjusted and works as intended.
- Found player able to fall through platforms after returning from pause menu. Script adjusted, works as intended.
Files
PleaseDon'tTakeMyEyes.zip 43 MB
20 hours ago
PleaseDon'tTakeMyEyes.exe 35 MB
20 hours ago
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Please, Don't Take My Eyes!
A short platformer where you use echo location to find hidden objects and traps.
Status | Prototype |
Author | Ducks Crossing |
Genre | Platformer |
Tags | 2D, Funny, Game Jam, Indie, Prototype, Side Scroller, Singleplayer, Unity, weird |
More posts
- Ver 0.1.3.1 - Small Patch1 day ago
- Ver 0.1.3 - Patch / Bug Fixes2 days ago
- Ver 0.1.2 Patch Notes2 days ago
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