Fifth Playable Demo
INARI » Devlog
New Features:
- Post-processing, ambient particles, and parallax add immersion to each level
- New sound direction and sound effects for enemies, environment, and Daisuke's actions
- New music track for the parade and after-parade levels
- New enemy type, the moth musume, which protects surrounding enemies with a shield that needs a heavy attack to break and runs away when scared - be sure to dash towards her to catch up!
- New VFX for enemies when they are killed, enemy rooms, lanterns, and more
- Up-air heavy to slash enemies above the player when jumping
- Revamped animations for Daisuke, bakenekos, and kappas
- Stylish new in-game HUD
- Parade level has been expanded with new platforming challenges
- New environment art for background buildings and breakable wall
- Upgrade screen has now moved to the end of levels and uses points gained from level rankings to upgrade stats
Bugs Fixed:
- Falling animation does not play on spawn
- Checkpoints always activate
Files
InariBuild.zip 137 MB
Mar 24, 2023
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INARI
A Hack-and-Slash Inspired by Japanese Mythology
Status | Released |
Author | astro_cat |
Genre | Action, Platformer |
Tags | 2D, Anime, Fantasy, Hack and Slash, Hand-drawn, Indie, Side Scroller, Singleplayer, Unity |
More posts
- Full Steam ReleaseDec 07, 2023
- Sixth Playable DemoMay 05, 2023
- INARI Development ProcessMar 20, 2023
- Fourth Playable DemoFeb 24, 2023
- Third Playable DemoDec 16, 2022
- Second Playable DemoNov 18, 2022
Comments
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Bring the attack and enemy death sounds back up, its a bit harder to tell when attacks land now.
The Air Up+Heavy attack doesn't break guards while the rest do.
The Armor breaking enemy pushes me into a wall without attacking for long periods of time.
Flame wheel enemies should have a telegraph for when they're about to spawn in, it's not fair for them to surprise me by spawning on top of me.