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BecomeTheMonster
Turns one player per run into a controllable enemy instead of the usual robot, with a unique attack, movement feel, and health per monster.
CHANGELOG
Changelog
1.1.0
- Possessed players who "die" now respawn immediately as a new random form instead of dropping a human head and sitting out — no repeats back-to-back.
- Reworked the camera to third-person, scaled per monster instead of a fixed first-person placement, fixing repeated cases of the camera clipping into the model.
- Per-monster health now pulled from each enemy's own real values instead of a flat default.
- Fixed several attack animations/visuals not playing (laser tracer shader, Hunter's aim windup, Beamer's real laser beam effect, walk animation not playing at all).
- Fixed animator "moving" state suppressing attack animations when attacking while still walking.
- Fixed several monsters' borrowed visual silently detaching from the player on spawn (caused by the base game's own enemy setup reparenting itself), which was the root cause behind a few forms never visually following the player at all.
- Elsa now starts calm/small like the real thing and only turns feral after being ignored or hit, instead of always spawning already transformed.
- Birthday Boy's balloon now uses the real balloon prop instead of a placeholder shape.
- Added a Force Field secondary ability to Floater.
- Trimmed the roster to the forms that are in good shape; a few are held back for further work.
1.0.0
- Initial release.