This release is a code update release that does feature placeholder graphics but functioning code upgrades. It's buggy at best right now but represents a major stepping stone on the way to future project completion.
Implemented Goemon’s weapon toggle and attacks.
Press Tab or D-pad Down to switch between the fireball and chain pipe. Use Goemon’s existing Spin input to throw a fireball that damages enemies, or fire the chain pipe to pull Goemon toward what it hits.
Updated the Goemon weapons:
- Chain pipe: The sweep now detects enemy trigger colliders and deals damage on hit. It shows a chain and pipe head during attacks, and still pulls Goemon toward other targets it hits.
- Ryo: Hold Spin to charge the coin and release to throw it. A fully charged Ryo ignites and deals extra damage; an uncharged coin still fires.
Goemon cycles through Pipe, Ryo, and Chain Pipe; the other characters cycle only through their own weapons. Weapon icons update during cycling, with a switch sound.
Implemented the progression systems
- Four Fortune Cat pickups now grant one additional max heart and refill one heart. The increased health also survives respawns and is reflected in the HUD.
- Metal Armor costs 200 Ryo and absorbs five hits. Armor charges and Fortune Cat progress appear in the HUD and pause inventory
- Character unlock defaults are editable per save slot
- Conversation and story progression layer
-Quest Progression stores objective counts per save slot, exposes progress and completion events, and can set story flags on completion.
This is a buggy (but testable build) and represents work on the main gameplay code. We haven’t added in new levels yet, but work is still underway on the project.