Pre Alpha v0.11 - Change Log


The Fallen Crown-Change log

V.01.1

Added

Added bridge shortcut and lever into room ‘cave6’ 

Added a few dialogue boxes to better explain certain mechanics

Added a dialogue box to the sign next to the elevator to explain its current brokenness. (the lower area isn’t finished yet so I’m blocking it off for now)

Changed

Changed camera position in intro scene and set it to follow the player a bit when falling

Fixed

Fixed bug allowing player to jump off the falling platform in the intro scene

Fixed a bug allowing to talk to the crow a second time after he flies away.

Fixed a bug allowing the player to jump repeatedly leading to access to areas way too early.

Fixed a few miscellaneous collision issues

Fixed a bug allowing them to open the pack too early 

Fixed a bug preventing some breakable pots from respawning

Fixed a bug that let the player try and pull the iron dagger before regenerating 

Fixed a bug when selecting ‘continue’ without a save game present, causing the scene to reload incorrectly 

Fixed a bug allowing the player to back dash behind the first gate while it was closing, blocking the player from passing back through 

Fixed a bug allowing the targets in the shooting range to be hit twice, playing the wrong animation 

Files

TheFallenCrown -Alpha_v011.gbc 1 MB
Mar 11, 2023
TheFallenCrown -Alpha_v011.pocket 1 MB
Mar 11, 2023
web.zip Play in browser
Mar 11, 2023

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Comments

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Really good stuff. The foundation you've built here is very impressive, and I'm looking forward to seeing the finished product.

Feedback:

  • Some i-frames would be good; had an instance of a bat rushing into me while next to a collision block so it hit three times in quick succession.
  • Movement feels alright, though a little heavy; you can jump quite high but fall quite quickly, feels like it could be toned down a bit.
  • SELECT to change between aspects of the Menu (Map/Gear etc.) feels more intuitive imo, especially considering the map is navigable.

Bugs:

  • After dying my character respawned in a state where it would cycle through all its sprites (all weapon animations, some glitches) when idle or moving. I imagine something just changed the player actors animation speed up from 0 here.
  • The yellow arrow indicating which set of gear is equipped doesn't move if changing from Knight to Rogue but does work vice versa.
  • Equipping the potion after the gem onto the quick slot works as intended, but vice versa equips both on top of one another, sprites overlap.
  • Minor sprite glitches flash momentarily when opening the menu at times.
  • At one point I had the crossbow equipped before I'd received it and couldn't switch back to the knife with the button shortcut.
  • Enemies can dash off screen (not sure if intentional, happened with a slime).

Happy to elaborate on any point or show evidence if anything is unclear.

thanks so much for the feedback.! Very thorough. I plan on squashing bugs sometime later in the week so that’s great timing. I’ll be posting the new build with these fixes soon. As soon as these issues are fixed I’ll be adding in new areas, enemies and some mini bosses to fight. And another playable class!