Added the beatdown ability, which unleashes more punches based on how many melee abilities are in your moveset.
It's easy to punch when you can just grow more arms.

JVL
EXPECTATIONS

pixel skylines
he wasn't even looking at me and he found me

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Cosmic Funnies

izzy's playlists!

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The Bowery Presents
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Misplaced Lens Cap

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Origami Around
occasionally subtle
NASA
Lint Roller? I Barely Know Her
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Today's Document
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@henmesh
Added the beatdown ability, which unleashes more punches based on how many melee abilities are in your moveset.
It's easy to punch when you can just grow more arms.
Polished up the sounds + fx for the Dreadhorse, a powerful minigun-wielding centaur creature.
It didn't have a wire skeleton, so this was my best solution for posing...
A bit of organic interior design. Had a lot of fun making the skull props for this area.
Ended up balancing the multi-projectile reflect by having parries damage your weapon's durability. It won't break until the animation finishes though, so you can reflect any number of bullets at once.
Found a bug where you can reflect multiple projectiles at once, but I'm tempted to keep it in...
Working on the intro cutscene
Made it so if you stun multiple enemies, you can execute them all at once for a big score bonus
Stop hitting yourself, stop hitting yourself!
Playing around with an execution mechanic, where you can finish off stunned enemies. I don't think he was using that anyway...
Given the player forms all of their weapons by eating enemies' flesh, I made the guns look a lot more organic and fleshy. Otherwise still been working away at the tutorial level and general polishing.
Started work on the factory environments. Making the machinery textures from clay was a lot of fun
Cycle of life
Added some new gib graphics and optimised the particle system. Made enemies always explode into giblets when you kill them to test it out.
Welcome...
Worked on some spawn animations for the enemies. Still working away at finishing up the tutorial + intro area
Working on some more city environments and made the lighting a little gloomier.
Improved the transition animation that plays between rooms. The sprites and effects also get more intense the higher your combo meter is!