XaiJu
nekohole
nekohole

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Act II - The Hole

I'm having fun with some advanced tweaks that will certainly pay off in Act II! In this new environment, the third dimension will become much more prominent during fights and exploration!

That's why MUCH needed to be tweaked.

Neneko

Our catgirl really needs to know how to move around if she wants to survive. Many spots need a bit of platforming (while I'll keep the HARD ones just for special rewards) and many Relics will become really useful. Life-savingly so. Even though she has 9. Lives.

Enemies and monsters (both Ranged and Melee)

If the new layer was simply made of a series of flat rooms, this wouldn't have been an issue. But in this mountainous area, it was certainly important to have enemies know how to behave while moving around a perilous maze of rocks, cliffs, and falls to death!

Enemy already on a platform -> Can attack and jump around freely

Enemy on normal terrain / Neneko on normal terrain -> They'll assume THERE ISN'T a platform to walk on in order to reach Neneko. That's why they WON'T walk off the edges. 

Enemy on normal terrain / Neneko on a platform -> They'll assume THERE IS a platform to walk on in order to reach Neneko. That's why they WILL walk off edges. 

Enemies and monsters (Ranged)

Act II is the first part of the game with actual "moving" ranged units (Act I had the Belladonna family of plant monsters), 

Let's stop here, for now, I just wanted to make sure you know I'm always working on something that will make Nekohole much more enjoyable in the long run! I will have soon to talk about what I've planned for the Dwarves VS Kobolds mechanics of Act II, but let's wait until I have something (showy) to show for it!



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