There are still a handful of minor bugs left that I’d like to polish before release.
Thanks for following the development of Citizen Pain. Release day is getting closer!
There are still a handful of minor bugs left that I’d like to polish before release.
Thanks for following the development of Citizen Pain. Release day is getting closer!
In the meantime, over the past few days I took the chance to fix a few urgent issues that were still on my list. This includes some final tweaks to the last boss, completing the ending cutscene, and fixing a progression exploit that allowed players to unlock new levels.
In the meantime, over the past few days I took the chance to fix a few urgent issues that were still on my list. This includes some final tweaks to the last boss, completing the ending cutscene, and fixing a progression exploit that allowed players to unlock new levels.
I also added gamepad support during gameplay (though some UI elements still don’t fully support it yet), and implemented footstep SFX for both the player and enemies, which turned out to be trickier than expected, as finding sounds that aren’t annoying takes some effort!
I also added gamepad support during gameplay (though some UI elements still don’t fully support it yet), and implemented footstep SFX for both the player and enemies, which turned out to be trickier than expected, as finding sounds that aren’t annoying takes some effort!
I’ve also resolved a bug in the enemy knockdown animation that could occasionally cause enemies to get stuck in walls.
At this point, the only major tasks left before release are finishing a couple of missing cinematics and adding/polishing some sound effects.
I’ve also resolved a bug in the enemy knockdown animation that could occasionally cause enemies to get stuck in walls.
At this point, the only major tasks left before release are finishing a couple of missing cinematics and adding/polishing some sound effects.
Since then, I’ve been focusing on fixing the remaining bugs and tackling a few key tasks, including a complete rework of some UI elements (like the new health bar), new sounds and VFX for item pickups, and various collision-related fixes.
Since then, I’ve been focusing on fixing the remaining bugs and tackling a few key tasks, including a complete rework of some UI elements (like the new health bar), new sounds and VFX for item pickups, and various collision-related fixes.
Even though the demo isn’t among the most popular ones out there, I’m genuinely happy with the progress, creating a game like this in my free time is already a challenge, and just having it out there means a lot to me.
Even though the demo isn’t among the most popular ones out there, I’m genuinely happy with the progress, creating a game like this in my free time is already a challenge, and just having it out there means a lot to me.
Keep in mind, this is a hardcore action experience with semi-permadeath runs: when you die, you restart the level.
So get ready for a real challenge!
Keep in mind, this is a hardcore action experience with semi-permadeath runs: when you die, you restart the level.
So get ready for a real challenge!
store.steampowered.com/app/3990220/...
store.steampowered.com/app/3990220/...
Also improved potion feedback with new hand animation + VFX, and added polish like new menus, tutorial windows, and intro/outro sequences that expand the story. Lots of small touches I hope you’ll enjoy in the Steam Next Fest demo.
Also improved potion feedback with new hand animation + VFX, and added polish like new menus, tutorial windows, and intro/outro sequences that expand the story. Lots of small touches I hope you’ll enjoy in the Steam Next Fest demo.
I’m a bit worried since the major bugs left take time to fix, and there are still some small ones here and there that make the game feel a bit rough. Still, I believe the core gameplay is solid, and I hope that shines through despite these issues.
I’m a bit worried since the major bugs left take time to fix, and there are still some small ones here and there that make the game feel a bit rough. Still, I believe the core gameplay is solid, and I hope that shines through despite these issues.
I’ve also introduced a hit stop effect when performing a parry, not only to emphasize the impact, but also to give clear feedback and allow the player a brief moment to plan their next move.
I’ve also introduced a hit stop effect when performing a parry, not only to emphasize the impact, but also to give clear feedback and allow the player a brief moment to plan their next move.