We need a hardcore+ difficulty option in the settings menu to choose fromThe damage is definitely going to change for 1.5.... Jump attacks do way too much. A lot of mobs currently only have 32 HP total which is definitely not right... mobs will get a balancing pass which significantly increases their HP. Early game mobs should be able to survive one full attack+headknock+kick combo.... late game mobs generally feel tanky and can survive 4-5... the way it is right now, bosses feel like normal mobs.
Before anyone asks, yes, I am helping with development.
We need a hardcore+ difficulty option in the settings menu to choose from![]()




I could imagine that select screen becoming a full stage due to the jumping to the floor after selection and proceeding straight to the tutorial mode in one go. @Bloodbane or @Kratus can assist on that if you wanted to do it in one go as a single level. However, I believe it's complex in getting character select mode for one level. Unless you fake it by scrolling the background downward and having the selected player jump to float and drop to land after the background stops scrolling. Next scene, tutorial.A little idea on the side: once the character is selected, they could jump from the skeleton's hand and land at its feet for a stage 0 tutorial.
The tongue attack idea is cool, but the animation is way too slow.Lizardman now has a basic combo with the ability to throw enemies, a slash that pulls them towards him for an upward sword strike.
Two new palettes have also been added for a bit more variety.



Yes, that's a good idea, and I'll incorporate it into development for version 1.6 or later. For now, I'm following my roadmap for releasing version 1.5, which is:
1) Finish Skeleton GA2, Zakkar, and Minotauros (plus Kain's dragon poses)
2) Fix the platforming issues for enemies and NPCs; and implement a victory animation (or equivalent) for version 4.0.
3) Understanding why enemies fall a level when they die on a platform (see 2:15 in the video) and why they bounce on the ground when they die from a throw.
It seems the bouncing effect after an enemy's death is due to the `landframe` command, which corrects the entity's position and gives the impression of bouncing (if anyone can confirm this). This command will need to be removed if it's the cause.There's also a bug where sometimes if a mob dies when killed on their knees ie attack2/knock pose, they 'bounce' while on their knees in the air and then die. Also may be related, knockdown deaths vs attack5/decap deaths where you have mobs get knocked down and then get up, THEN the decap happens and they fall down.... My guess is this is coz of the knockdown parameter in the attackbox overlapping with the decap and the engine doesn't know which to trigger first as sometimes the decap triggers first, and the knockdown doesn't happen... I wonder if there's a way to make the engine realize for decaps, always trigger the decap first.![]()
It seems the bouncing effect after an enemy's death is due to the `landframe` command, which corrects the entity's position and gives the impression of bouncing (if anyone can confirm this). This command will need to be removed if it's the cause.
Regarding the fall of certain enemies from a platform upon their death, their altitude at the time of their spawn needs to be reviewed, otherwise the same thing happens as at 2:15 in the video.