New Demo Update


Hello everyone!

Really happy with all the enthusiasm lately, it means a lot.

I recently discovered how actually broken the enemy behavior was when transitioning from the chase state back to idle. This could even cause performance issues on lower-end PCs if you ran past a bunch of enemies at once. If you noticed enemies bugging out between their idle and run animations (most noticeable with the salamander enemies in the Fungal Grove), this was the reason.

I’ve now fixed it! When you’re out of an enemy’s field of view for an extended period of time, they’ll properly revert to their idle state. Someday I’d like to make them return to their original positions too, but I have far more pressing matters for now.

In short, enemies should now feel a tad more responsive and will stop chasing you once you’re out of their field of view for a while. Enemies are still relentless so you shouldn't be escaping so easily.

Other fixes and changes:

  • Buffed the range of the Chainsaw Dagger.
  • Buffed the Mecha-Shroom enemies health pool.
  • Water splash sounds in Level 1 now only trigger from the player. Sorry if it caused some annoyances.
  • Rock Munchers’ heads will now explode when killed with a headshot and naturally, there’s now headshot/crit feedback to go with it.

That’s all for now! I’ll be resuming work on the Next Fest update, and as always, I’ll continue to gradually update the demo whenever I fix or improve things.

Thanks again for playing and for all your support!

Files

Linux Build 511 MB
5 days ago
Windows Build 519 MB
5 days ago

Get Neon Rain Alpha Demo

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