The After Hours: Office Predators [0.2.1]


Hey there, our beautiful furries and furry layers!

Hot on the heels of 0.2.0, this patch focuses on stability and polish, the main goal being to fix the softlock. No major new content, just smoothing out the experience.

Bug Fixes:

  • Addressed the infuriating cases where bosses, despite having zero HP, refused to accept defeat and just lingered, softlocking your run.
  • Similarly fixed rare instances where dying to a boss wouldn't trigger the follow-up h-scene, also causing a softlock.
  • Fixed the physics glitch where getting hit mid-surge (surge as in AoE or the third attack of the main attack sequence) could send you moving around very quickly instead of interrupting the move. Attacks should now stop correctly when interrupted.
  • The paycheck was stuck on "Day 1". We reminded Shrimpie how calendars work, so it will now reflect your actual time served.
  • Current run’s reward data should now save correctly within "transfer save" codes and reset properly upon starting a "New Game". Before that transferring your save mid-run would load the run properly, but completing it wouldn’t reward you for the scenes completed before the transfer.

Optimizations:

  • Nearly halved the WebGL build size for quicker load times on Itch and Newgrounds.
  • Optimized WebGL performance for a noticeably smoother experience in browser play.

Miscellaneous:

  • Minor improvements to the player death animation as well as the death screen (the one you get when after getting dispatched by regular mobs). Neater failure!

Thanks for your feedback and bug reports!

Tiger Roll Team.


Files

TAHOP_0.2.1_Demo_Win.zip 108 MB
35 days ago
TAHOP_Demo_0.2.1.apk 144 MB
35 days ago

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Comments

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(+1)

If you do give mobs/bosses additional attacks, the best place for it would be the +/++ versions of the dungeons. While increasing the health/damage of enemies/mobs is certainly a way to increased the difficulty, I think the enemy types and tactics changing is a much better way of doing it. In that regard, playing today made me think that the enemies having a chance of spawning with elemental weapon damage would be a great +/++ feature!

Not sure if it's a bug, or a resolution thing, but enemies health bars don't seem to ever fully empty visually, there's always at least a sliver of red.

Another thing I thought of as I played today was that a little sound effect/visual for clearing a wave of mobs. I can see the reason for it if you want to have the player explore the level to check that he got everyone, but I don't think letting the player know they wiped the wave is bad either. Honestly completely up to you.