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Hello again!

MKM 0.2h .rar 

MKM 0.2h .zip

As promised in the previous post, I'm releasing another small update that contains some quality of life features that I would like to test to see if they help alleviate the difficulty of completing the recently release stage.

The first of those is that the game now stores and maintain the state of mechanisms such as levers and gates. Since the new stage has quite a lot of those, having those gates remain open on load or retry can be a big help. So from now on, most of the levers in the game will keep their last state and so lot's of gates and such will remain open, facilitating backtracking and movement in general.

Another little quality of life improvement is that when Maya interacts with a lever, now the game's camera will pan and move towards the mechanism that is being affected. This only applies when the affected gate or whatever is far enough of course, but exactly for those far away gates this will help better visualize what Maya is activating in the distance.

Additionally, I've added a minimap to the game as well. The idea of the minimap is to provide a greater visualization of Maya's surroundings and to better understand the stage geometry, helping Maya to navigate through the mazes of the game. The minimap displays the stage in a simplified manner with icons for most of the elements.

For this first alpha implementation, in order to toggle the minimap ON or OFF you have to hold the camera key (default "C") and then press the attack key (default "X"). The last state of the minimap is also stored in the config file (so it carries across all save files).

Lastly, there is now a proper "Easy Mode" in the game. Actually, player's could already toggle this option in the menu but it had no effect, so I went ahead and programmed the changes that take place when you change it from "Normal" to "Easy" (it can be changed on the fly as well for convenience).

For now, what it does is make all of the enemies/bosses become significantly easier with half health points, less attack damage and so on, while at the same time making Maya's skills cost only half the spirit points (so she can effectively use them twice as much) and regenerate faster.

As you can see, all of these features are more or less related in the sense that I hope that they make the game a bit more approachable and easier by giving better information and reducing the stress of solving the lever's maze.

That said, like with anything else in the game all of those are subject to change and I myself will continue to test and try them out to see if they fit into the game's design by not deviating too much from what I originally intended, particularly the saving of levers state and the minimap.

Feedback is always appreciated as well and can help inform my decisions on keeping or removing them.

Aside from those main features there's also other minor things that I've added or changed, so please refer to the attached changelog at the bottom of this post for more information.

With those features out of the way (at least for now), I'm shifting my focus back to creating new stages and enemies, with new ero scenes accompanying them. I hope to talk about those in more detail in the next post.

Best Regards!

Files

Comments

Vik Virtue

Oh, those are some pretty neat changes. I'm sure people will really like the difficulty adjustments and lever/switch states being saved. Though the switches resetting were a gripe for me, I personally haven't really had many issues with the game in terms of difficulty. I love playing theses games, so I kinda adapt pretty well. I don't know if I can give useful feedback for those changes, but I do think they're good inclusions. Perhaps the minimap could be an unlockable feature when the full game is out. Like something you can buy, or discover. It could be a good way to scrounge for powerups you missed as well. Oh, and for those little animations for actions and victories, do you think we might see one for opening chests?

Anonymous

Hey, just wondering if the Mac builds are still a thing, haven't seen one in a while.

xxholyshitxx

Great update - more options, like difficulty or having a map is always good. Here's an idea for a level: science fiction. It doesn't have to be spaceships and electronic computers, but perhaps some machinery or some steam powered engines in the background and such. I'm just kinda interested what would fantasy aliens look like, something like face-fuckers (like a face-hugger in Alien) or maybe some steam powered tin robots with double dicks. As for gimmicks - idk, maybe mechanical traps in places and those electric barriers. The boss could be some ball of tentacles.

Anonymous

Wow! That's a huge amount of quality-of-life changes that will definitely be appreciated.

Kill.Me = Killian Merphy

I could see the mini map having minimal functionality, just a simple display of the level and where you've been, then you would find an upgrade pertaining to each area, that gives you more details of that area and where you haven't been yet, item locations and a count of those items in this area, and perhaps show secret locations for the area, or hidden mini bosses. And before anyone saying anything, yes, that a direct rip from og DOOM, yes it's a classic, but it still endures to this day, and still has an active modding scene

Auntie Floof

Nice! I'm curious though since I'm still lost about it, but how do I use the teleporters?

Anonymous

Was playing a bit through it and I gotta say, the level is amazeballs. I am using an older save, so I think a part of it got bugged, as I couldn't find the bronze key. Didn't check deep in the mines or where the TP staff is. *Also, I love the centaur girl. Great work with her. One thing that I can say as feedback is that just that one save point at the top is not enough. I think I was halfway through the map when I had to dismantle my laptop. I'm not sure how well the autosave works now

Anonymous

Well, I have to admit, I didn't explore the crystalline depths properly. I just did as well as the areas beyond. Are you planning to do a different finisher depending on what part of the enemy you touch and/or how you touch it?