This update was all about making the game feel complete instead of simply adding more content. I spent most of my time refining mechanics, balancing gameplay, and improving the overall player experience.
The feature I’m most proud of is the new parry system for boss fights. Players now have to react within a small timing window by holding Shift to reflect incoming attacks back at the boss. Getting the timing right took a surprising amount of testing because I wanted it to reward good reactions without letting players spam it, so I added a cooldown and carefully balanced the mechanic until it felt fair.
I also introduced three different game modes, each changing how the game is played instead of just increasing difficulty. To help new players understand everything, I built an in-game tutorial that walks through the mechanics before gameplay begins, while still allowing players to revisit it later if needed.
Beyond that, I polished the experience with independent music and sound effect controls, hid a few easter eggs around the game, balanced enemy behavior, and improved the overall feel of combat with better audio and gameplay feedback.
Most of the artwork comes from the Pocket Mortys sprite sheets, so my focus throughout this update was on programming the gameplay systems and making them work together smoothly. Looking back at the first version, I’m happiest with how much more polished the game feels now, and I hope players enjoy mastering the boss fights and discovering all the little secrets hidden throughout the game.
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