Version 1.5.1 is now out!
Hey all, I just REALIZED the entire time I didn't announce v1.5.0 came out two days ago. Instead I announced it on my bsky account. Oops!
On the bright side, I've also just released another update on top of it: v1.5.1
v1.5.0, which came out 2 days ago, was a HUGE update. You can find the change log for both updates here.
Changelog for v1.5.1:
v1.5.1 (10-28-24) General Fixes -Ghostly Grove level design got a few touch ups. -Specter Shipyard's water sequence cutscene has improved. -Freaky Flights is a lot less cramped now. -Various typo fixes, grammar corrections and little other textual touch ups. (Thanks Lina!) -Optimized several sound effects. Weapon Changes -You can aim the trajectory of the Blaze Burst by holding up or down, just like Slime Bomb. -Firing rate of Blaze Burst improved a little. -TriFrost's ammo count is increased from 14 -> 16. -TriFrost's firing rate is slightly improved. -Ammo refill from picking up a fresh Weapon Card during a level is increased from 25% -> 40%. -Phantom Shot's bullets no longer phases through enemies/breakable objects and stops when it hits them. This oversight caused confusion as it became ironically a "phantom" bullet that'd hit one thing then phase through everything without giving damage to them. -Phantom Shot is now place directly in the player to avoid misfiring at close range. Bug Fixes -Pause menu now pauses the rain and water parallax. -Item Chests no longer appear half behind platform crates. (Normally seen in Specter Shipyard's hidden room) -Every instance of crates no longer all disappear when you destroy multiple ones at the same exact time. -The shop descriptions of the weapons and shields were too spaced out, causing issues where the latter couldn't display the entire text. -Inventory weapon counter now updates properly when you buy a weapon. -You were unable to shoot with your plasma weapon on a depleted weapon in Freaky Flight. That has been fixed now!
Also, I've just found out v1.5.0 was missing half of its changelog, which is included in the game's zip file, because I kept mistakenly working on a duplicate copy from an entirely different folder the whole time. Whoops! That's fixed now. And since I never had the change to post the changelog in here, I might as well now:
So here's what has changed when the big update hit 2 days ago as of this writing.
Changelog for v1.5.0:
v1.5 (10-26-24) Anniversary Update NOTE: Every change indicated with an asterisk (*) is a change inherited from Prototype N's framework. General Changes -The logo has been revised and as such, the pixelated version is changed to reflect it. Nadine's logo sprite has also improved. -Just like in Prototype N, all the text is now external, allowing the localization framework in the future. -Dialog blips are halved in volume now.* -Main Menu changes screen faster now.* -All fonts has been updated with new sizes, characters and general visual improvements.* -Options and Sound Test menu no longer drops frames.* Gameplay Changes -Tortoisebot's HP is decreased from 8 to 6.* -Golden Candy Corn can now pop out of chests instead of being placed in front of them. -Every special weapon has now been replaced with a brand new set of them: -Remote Missile is replaced by Trifrost. -Cluster Bomb is replaced by Slime Bomb. -Flame Cannon is replaced by Blaze Burst. -Twin Lasers is replaced by Phantom Shot. -Bolt Strike is the only weapon to be unchanged, however now its ammo usage is 3 instead of 5.* -Falling items now bounces directly on top of toxic pits. Level Changes Intro Stage: -Dialog has been rewritten. Nadine is no longer a silent protag. -Clara and Selena's sprites has been updated for more on-model accuracy. -Nadine has additional animations for the cutscene. -Selena no longer faces away from Nadine when speaking to her from the right. Ghostly Grove: -The ladder has been extended near the end of Ghostly Grove to prevent situations that looks like soft-locks. -Toxic pit damage has been decreased from 8 to 5. -Several level design adjustments has been made. Specter Shipyard: -In the final section, the ship now waits to sink until after you walk past the checkpoint. -Cannons now have improved solid collision. -Cannons now have their fuse shorten as they get closer to shooting a cannon ball. -Cannons also now have an animation for when they shoot out cannon balls. -Some areas has been adjusted such as the lone tombstone's floor has been raised up a tile. -Several level design adjustments has been made. Creepy Canopy: -The springboard now has a height cap for consistency. Allowing players to predict their landings. -The springboard also no longer locks its animation after an excessive amount of springing in a short period of time. -Several level design adjustments has been made. -Waspin Nests are no longer solid and now does collision damage.* Freaky Flight: -Nadine's Hitbox for this level has been shortened to remain consistent with the fact the hat is not being largely part of the hitbox in general gameplay. -Freaky Flight now has its own brand new song. -The scarecrow enemies has been re-balanced to be a lot less painful to deal with, but hopefully still troublesome enough. -Everyone has a brand new mugshots. -Dialog has been re-written to include Nadine. -Several level design adjustments has been made. -Welcome sign has changed. Gambling Gallery: -Pool balls now have two unique sprites depending on the direction they're rolling for better distinction. "1" rolls right as "15" rolls left. -Several level design adjustments has been made. -Improved weapon distribution. -Brand new signs! Desolate Dungeon: -Several level design adjustments has been made. -Challenge Score requirement increased from 38000 -> 42000 VS Jack o'Diamonds: -A big welcome sign at the start. -Wait time for the boss between attack cycles has been reduced by a second, making him do his next move quicker. -Pool balls are now redesigned as 8 balls. They bounce upon hitting the ground unlike the earlier variants and also move slower. -Jack o'Diamonds has an after effect trail at almost all times. -Jack o'Diamonds HP has been reduced from 250 to 200 to make up for the buffs of the fight alongside improving the pacing. General Visual Changes: -Golden Gems are now Golden Candy Corns. -Nadine now animates when riding a broom. -The lunar eclipse is now visible in Desolate Dungeon. -Several enemies now have Halloween costumes such as the Carcinoshell, Waspin and Crystalite. -Crates now have Halloween themed sprite with a scary face! -Bobi Head's sprite has been reworked. -Checkpoints are now giant candles. Shop Changes: -Clara's sprite is redesigned based on the new Prototype N sprite, but with the Halloween design intact. -Clara no longer repeats "How may I help you cutie?" when exiting a Weapon or Card Shop menu.* -Several new Talk dialog has been added in both shops. -Typos has been corrected. -Several dialog has been rewritten. -Late game shields are now cheaper. -As a result of a new weapon set, the shop now sells brand new weapons. -The menus' text font are all updated.* Music Changes: -New shop theme! -One new level theme: Freaky Flight. Misc Changes -The ending text is slower and now uses the dialog font. -On the flip side, the credits text scrolls faster. -Added function to speed up both text. (Hold Jump button) -Faster Door Transitions.*
The game is still on sale until November 4th, 2024. If you're wanting to buy this for cheaper, this is your chance!
Thanks for playing my game <3
Files
Get Nadine in: Diamond in the Grave
Nadine in: Diamond in the Grave
A Prototype N Halloween Special
Status | Released |
Author | Arrietty |
Genre | Action, Platformer |
Tags | 16-bit, Female Protagonist, Halloween, Lesbian, LGBT, Pixel Art, Side Scroller, Singleplayer |
Languages | English |
Accessibility | Configurable controls |
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