Deluxe Attonement


It’s been a while, a little under 3 years to be exact.
I suppose it’s a bit overdue to deliver a less buggy and more polished version of this little game jam project, but hey, such is life.
Alongside the boring weapon and enemy rebalancing, we’ve been cooking up something quite tasty.


Some models have been revamped, some lighting effects improved and some animations tweaked. The menu and ending scenes have been retouched with a different opening animation, and as you can see, we’ve added a custom post-processing shader system, allowing us to add a CRT-type filter. It fits nicer into the lore as you are playing as a robot. And if you don’t like it, you can turn it off in the now actually working-

settings


Crazy I know.  And wait, what’s that “Enable Slam”?

improved movement


Kinda. There’s a new “Slam” ability. When you try to jump in the air, you will instead be propelled downwards. I (@WalkanFL) personally like the additional control it allows but if you don’t dig it, go ahead, you control the buttons you press. More importantly the movement is now more responsive and tweaked to feel better than in the previous build.

shop enhancements


The individual weapon icons have been redesigned so you can actually see what you’re buying. Granted, that’s not a big change, but definitely one that’s convenient.

technical changes


That's the boring-but-necessary changes and tweaks. Many bugs have been squashed, issues resolved and we bumped the Unity version to something a bit more modern and stable (2022.3). The versioning system was changed to fit our upcoming build-release system which will help us push builds quicker in the future. We have plans to continue working on "indev" versions and switch to "alpha" and "beta" releases as we approach our goal of "release1.0". Some code has been rewritten, optimized and upgraded, but a lot of work remains to get the game into a maintainable state. For now, our biggest issue is the so-called *management code*, some of which has already been improved, allowing for...

arena transitions


Now instead of getting tossed into the next arena right after completing the current one, a blueprint spawns for you to collect, which leads to a smoother scene transition.

And that’s not all, but we’ll let you discover everything else yourselves.
Do well explorers, gather plenty of data.

Files

indev1.0.131533236-webugl Play in browser
72 days ago
indev1.0.131498760-linx64 220 MB
73 days ago
indev1.0.131498760-macx64 197 MB
73 days ago
indev1.0.131498760-winx64 222 MB
73 days ago

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