Infernal Duty : Demo Version 1.5


Controls:

  • Press A and D to move left and right
  • Use cursor to aim nozzle
  • Hold mouse left-click to discharge
  • Hold mouse right-click to grab vines
  • Press Space to jump
  • Hold W while discharging to do an arc discharge
  • Hole S to kneel, which negates discharge recoil


Updates since Revision 1.4:

  • Credits and Controls Screens: There is now a screen that gives credit to the creators of the royalty-free music that is included in the game. There is also a screen that explains the controls of the game, accessible from the Main Menu and any level's pause menu. 
  • Red Mist Rainforest Touch-Ups: I felt the level was boring and repetitive, so I made several changes to make it more interesting. Biggest changes: 
    • Tree Branches: Removed standing surfaces on tree branches, since they seemed annoying to maneuver with foreground trees blocking vision.
    • Number of Flames: Reduced number of flames from 30 to 20, since 30 seemed like too many for a speed run. Mostly, I just removed flames that were suspended in trees.
    • Devil Fruit: Included three devil fruits instead of one, hidden in various places to encourage exploration. I decided that having several fruits in the level will offer the player many more ways of completing it.
    • Blood Rain: The blood rain now goes transitions through periods of clear skies to heavy rain. In future updates, I intend to implement a slight push-back on the player during heavy rainfall.
  • Devil Fruit Allure: Devil fruit now has its own soundtrack that can be heard when you're in the vicinity of one. As you approach one of the fruits, the soundtrack will fade in. 


Updates since Revision 1.3:

  • Arc Discharge: Holding the W-button while discharging now discharges the hose in an arc rather than linearly toward the cursor. The peak of the arc is aligned to the vertical position of the cursor while the point that the arc ends is aligned to the cursor's horizontal position. Attempting to do an arc discharge below the belt of the player character will result in a linear discharge instead.
  • Royalty Free Music: Replaced mostly all the music with royalty-free music. The only exception is the victory tune as I have not found a royalty-free tune that I like enough to replace it, and it's only ten seconds long (please don't sue me Capcom). 
  • Lower Pressure Drop Rate: I lowered the rate at which pressure drops while discharging, allowing the player to discharge more generously and propel themselves up to 6 squares instead of 5.
  • Heat Damage by Proximity: I finally revamped the fire damage per second such that the player takes more damage the closer they are to the flame, dropping off quadratically until they are out of the "heat zone". Previously, fire damage per second was static in tiers depending on how many "heat zones" you were overlapping. This new damage calculation is more realistic and, ironically, less code. 


Updates since Revision 1.2:

  • New Level - Red Mist Rainforest: Huge new level featuring vine swinging. Use the right-mouse button to grab onto them. 
  • Pause Menu: Pressing Enter during a level now pauses the game. You can restart the level from the pause menu, or exit to the start screen.
  • Live Timer Indication: For speed runners to keep track of their performance, the time is displayed in the top right corner under the number of fires remaining. 
  • Water Bottle Stockpile: Rather than immediately drinking the water bottles upon collection, now the bottles are stockpiled. A stockpiled bottle is automatically consumed when the player drops below 25% max hit points. 
  • Health Regeneration: The player now slowly regenerates hit points when not being dealt damage. Speed runners will not benefit from this much, because it will cost too much time to recover any significant amount of hit points, but it will help n00bs to at least pass the level. 


Updates since Revision 1.1:

  • New Level - Limbo: A new level is ready for launch, accessible from the Start Menu.
  • Reset or Replay: Victory and Game Over screens now have two buttons -- one for restarting the current level, and one for returning to the Start Menu. 


Updates since Revision 1.0:

  • Introduction Screen: The introduction screen now resizes with monitor dimensions.  
  • Victory Screen. Added a victory screen upon completing the level.
  • Discharge Bug. Corrected the bug in which player lost life simply by discharging hose into the ground or a fire.
  • Health Drop Bug. Corrected bug where health drop rate was tied to frame rate, making health drop feel insignificant.  
  • Floating Fires. Adjusted the shrink pivot of fires closer to the bottom edge of the sprite so that they wouldn't start to float when being reduced by hose. Also lowered several of them to be flusher to the ground.
  • Parabolic Pressure Raise. Changed pressure increase rate from linear to negative parabolic such that pressure raises much more quickly when close to zero but much more slowly when close to maximum. This allows player to recover from empty water pressure sooner and rewards the player for holding pressure long enough to reach maximum. 
  • Horizontal Thrust Multiplier.  The horizontal component of the discharge thrust now has a multiplier applied to it, allowing the player to make big leaps in the horizontal direction.
Updated 24 days ago
StatusPrototype
PlatformsHTML5
AuthorDevilry Games, LLC
GenrePlatformer
Made withUnity

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