Meatbound - Dev Log #1 - Save Totem, Death Fixes, and Controller Cleanup!
🇧🇷 Atualização - Notas de Patch
Correções na Troca de Controles
Corrigimos problemas relacionados à atribuição dos controles após a morte de um jogador. Em alguns casos, o jogador poderia ganhar o controle errado, ou os comandos ficavam se embaralhados — o tipo de caos que não queremos (ainda que tenha sido divertido por um tempo). Antes, bastava trocar os controles entre si e tudo voltava ao normal. Por agora a transferência de controle deve acontecer de forma mais consistente e sem bugs. Ainda estamos monitorando esse sistema — nos avise se encontrar algo estranho.
Novo Item Raro: Totem de Salvamento (nome provisório)
Adicionamos um novo item raro e poderoso que permite salvar o progresso atual da partida. Ideal para aqueles momentos tensos em que você não sabe se vai sobreviver.
Estamos em fase de testes. As mecânicas estão quase finalizadas mas ainda estamos ajustando a frequência com que esse item aparece. Inimigos também devem parar de aparecer depois de mortos (isso também está em testes). O visual do item ainda é temporário e será melhorado em breve.
Esse item representa um passo importante para dar mais controle ao jogador em sessões longas ou arriscadas — A ideia é manter o desafio, mas evitando frustrações excessivas.
Outras Melhorias e Correções
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Otimizações internas na forma como o estado do jogo é salvo e carregado.
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Uma Pequena refatoração na lógica de entrada para evitar bugs de controles entre jogadores
Estamos animadas com essas mudanças! Seja jogando solo ou no meio do caos no modo cooperativo, essa atualização vai deixar tudo mais suave — e talvez até oferecer uma segunda chance para você. Por isso gostaríamos de dizer o que achou do novo item de salvamento!
OBS: Estamos estudando Photon para desenvolver uma versão online do jogo além do modo local. Continuem na nossa aventura, Equipe Level 100
Continuem na nossa aventura,
en Update – Patch Notes
Controller Swap Fixes We’ve ironed out some issues related to controller assignments after a player dies. In some edge cases, the wrong player could regain control or inputs would get scrambled — definitely not the kind of chaos we want (though, to be honest, it kinda spiced things up). Before, you could just swap controllers and it worked. This update makes the handoff of controls more consistent and bug-free. We're still monitoring this, so let us know if you spot anything weird.
New Rare Item: Save Totem (Name TBD) We’ve added a powerful (and rare!) new item that allows players to save their current progress. It’s perfect for those tense moments when you're unsure if you'll survive. 🔹 Current status: still in testing. The core mechanics are working, but we're balancing how often it appears. 🔹 Enemies are also supposed to stop respawning after dying once (also under testing). 🔹 Visuals are placeholders and will be updated in a future pass.
This is a big step toward giving players more control during long or risky runs — keeping the challenge, but easing the frustration.
Other Bits & Fixes
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Internal improvements to how game state persistence is handled.
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Light refactoring of input logic to prevent future crossover bugs between players.
We're excited for you to try it! Whether you're fighting for your life solo or in chaotic co-op, this update should smooth things out — and maybe give you a second chance or two. Let us know how the new save item feels!
Also: we're learning Photon to build an online version of the game beyond just local multiplayer.
Stay meaty, The Level 100 Team
Get Meatbound
Meatbound
Unravel the meat dungeon!
Status | In development |
Authors | Level 100 Games Studio, Júlia Arruda, ashcrysis, A elfa, rustycardo, Juia |
Genre | Adventure, Role Playing |
Tags | 2D, Fantasy, Indie, Local Co-Op, Pixel Art, Singleplayer, Unity |
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- Meatbound - Dev Log #0 - Joystick Flow, Monster Tweaks, and More!88 days ago
Comments
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🔥🔥🔥🔥🔥
The save item is a super cool idea, and I haven’t tested it yet. But it made me think… wouldn’t it be nice if it had a little more of a definitive spawn instead of entirely out of chance? This way, you (as a developer) would have more control over it as well. Just a thought that popped into my head. Please don’t take it too seriously since I haven’t even tested it 😆👍🏻
Love the idea!
Currently there is a random chance to drop the item, and you can't buy it on the store yet, but you will be able to in future versions!
I left one save item hidden in each dungeon, so players can save their game at least once per dungeon, but we are thinking on how to actually handle this. I want to have a little RNG but i don't like the idea of totally depending on random numbers to get a item that is so important, yk?
Currently my main reference is the Fear & Hunger saving mechanic, where you can find a safe spot around the game map to save your game safely, but after saving for the first time on that place, it is not 100% safe anymore, so you have to try your luck rolling a coin :D
Thank you for your feedback ❤