Trials of Azra - Onion Core - Demo version 1.0.2 - Windows 32 bits build
Version 1.0.2 Release Notes:
Gameplay:
- The following Xbox 360 joystick commands have been changed: [Possess] ("Y" -> "RB"), [Unpossess] ("B" -> "LB"), [Roll] ("RB" -> "Y")
- Sam now has a reduced body collider that better matches its visual model.
- Behaviour of the Skeletons has been tweaked to not walk.
- Now the Bombs (those cute little orange guys) can be ignited even when they are dead.
- Adjusted terrain in some rooms.
- Reduced the collider of arrows.
- Made the damaging collider limits of the fire hazard more clear.
- Fixed a bug in the Intro that prevented Sam to move left afer being blown by the wind, blocking further progress.
- Fixed a bug where the Slimes were blocking a pipe hole even without being stuck to it.
- Fixed a bug where the enemies were not getting their vision range increased after receiving damage.
- Fixed a bug that made the enemies roam after losing a target, without waiting.
- Fixed a bug in the Intro where Sam's dog was not being automatically unpossessed after opening the house door.
- Fixed a bug that made some tutorial texts to jiggle.
- Fixed a bug that shown both auras (green and purple) behind the same enemy.
- Fixed a bug that made the Demon Archer in the Gardens roam around.
- Fixed a bug that made it possible to throw missiles through certain thin walls and doors
- Fixed a bug that made consumable items not behaving as expected when picked up by a possessed enemy. (Now, every consumable picked by a possessed enemy restores half the amount to the enemy AND half to Sam)
Changelog?
We just added it to the description.
I've tried the demo and my first impression was the control is awkward. I mean, why W is used for rolling while D for jumping?. W is usually used for jumping and it's more intuitive to pick a key at upper part of keyboard for jumping. OTOH D is close to S which is usually used for crouching and thus D is best suited for rolling instead
But my second impression is I love the puzzle. I love using animals or creatures to solve puzzles
Well, the fun stopped at first sewer level as I got this bug:
[URL=https://s11.photobucket.com/user/DBloodbane/media/Games/Azra Bug_zps1rjdlm8r.png.html][IMG]https://i11.photobucket.com/albums/a177/DBloodbane/Games/Azra Bug_zps1rjdlm8r.png[/IMG][/URL]
Yep, the slime can't plug the leak
Oh yes, in relate to this, when I killed the right slime with fire, it respawned on right wall instead on the ground (where I possesed it before)
I hope these bugs will be fixed
Thank you for reporting the bug with the pipe holes and the Slimes! We've detected the root cause of the issue and fixed it accordingly. Please try to continue your game in the just uploaded 1.0.2b version using the same SaveFile.
Regarding the control scheme you mention, we believe that given the actions Sam can perform, it's more convenient to have the three basic actions (attack, special attack and jump) in the same row and with the three main fingers available so the player doesn't need to move from, let's say, the special attack, to do a jump. In any case, we'll take your opinion into account when we take our final decision on the matter.
Finally, regarding the respawn of the Slime; the enemy spawns are fixed and aren't bond to the spot where they were possessed. In the case of the Slime you mention, its spawn point is on the right wall.
We're glad to hear you enjoyed the Demo so far, and we hope you keep enjoying the rest of it. Please don't hesitate to ask further questions, report bugs and/or make suggestions, it helps us a lot to improve the game.
Cheers!