Wow I'm absolutely terrible at keeping stuff updated.
~Snipsnipsnip super long but very helpful comment~
Hehe, yeah, I meant the boss
To respond to your player ideas though, I like them a lot, but I feel like they're a bit too complicated or unfitting with the atmosphere/story sometimes, especially for the demo.
I'm keeping the sword super simple on purpose, because that makes it very easy to understand, yet there are some small subtle rules which can make the difference between taking no damage and a ton of damage, such as being able to jump higher when swinging your sword down whilst jumping.
Blocking is already a part of the game, but not a very big one. It can indeed block certain bullets, but not a lot and it costs energy.
I might add upgrades to your sword and maybe some extra usable items and/or gear to convey that "you're hunting" feeling a bit more(think of things like traps, lures etc.), but that's a thing for later.
In the end I managed to come up with a few additions to the bossfight which made it a bit more interesting. I love your ideas though, and I might use them for future fights with her(she's planned to be a reoccuring boss). For now I just gave her two giant swords
Update:I'm not using the tig update counter anymore, because that makes no sense anymore :').
Anyway, in the time I didn't place anything here, we've been adding a ton of stuff, so I'm just gonna post all the gifs+explanation in spoiler tags, so your computer won't be mad at me:
In chronological order:
The updated prophet fight, I've improved it a bit more already
A fully working menu(except for control reconfiguration) with a title made by a fan
First slight implementation of the actual tiles
Implementation of parallax scrolling and more work on the world map
Updated laser effect
Subway station
Implementation of birbs
So yeah, a ton of stuff has been done, including polish, optimizing and bugfixing.
The work left to do for the demo keeps getting less and less