VERSION 2.4.0.0
added:
- new enemy: tekko-kagi ninja. If the catches you, spam left-right direction to break free!
- new autotarget mode that allows you to automatically turn to the nearest enemy, if none is in front. Look at the end of
the README for more info
- new stamina bar that shows how many times you can dodge. The  old stamina dodge mechanic has been reworked a bit
changed:
- changed all gamemodes to include the new enemy type
- directional attacks can now be cast while being attacked. In this case, they will also be not-parriable
- reduced by 1 the reaction frames for dodges and counterattacks. They should be slightly more difficult to perform at
at the perfect time. This is to better balance the multiplayer mode
- the guard bar is now always visible as a white bar below the healthbar
- the dodge-attack combo is now guaranteed to be a fast attack, and not a forced slow attack
- after a swordclash, the kick cannot be cancelled with a dodge
bugs fixed:
- decapitating in multiplayer mode now shows the correct appearance of the head
- air counterattacks now kick enemies airborne properly instead of just making you bounce away

CONTACTS
Follow me on Facebook https://www.facebook.com/wayofthesinner/
Contact me at matteotallevi@gmail.com
Please use this form for feedback about the game https://goo.gl/forms/ta3iW37WDGdieL8Y2


README
The game takes a while to load. Don't worry if nothing appears instantly when you click the executable.
If you play in full screen, I suggest to enable vsync with alternate method active
for the best performance. If you are experiencing fps drops, try playing in windowed
mode. Changing the resolution/settings of the screen causes some seconds of white screen:
this is normal. Just wait a few seconds for the settings to apply.


SETTINGS:
each setting is still experimental, a certain combination of settings may cause
lag or visual artifacts. Anyway, the default combination should be the best and most
compatible.

- graphics:
	influences the overall graphical quality. "normal" is the best compromise between
	performance and quality. There should be no problem if you keep the graphics to normal

- interpolation:
	disabling it will make textures pixelated, but may increase performance on older machines

- application surface:
	Enables or disables an alternative rendering pipeline.
	Disabled: game is rendered to native resolution, scaled to fit the whole screen
	Enabled: game is rendered to a smaller canvas but it will adapt to keep aspect ratio

- bypass shader:
	try to render graphics by using an alternative method. Faster if enabled, but
	may cause visual artifacts

- blur quality:
	quality of the blur of the player when dashing or jumping. This is an experimental setting,
	you should probably keep it as is

- frameskip:
	decreases the number of frames rendered each second. At 50% there will be 30 frames
	per second, at 66% there will be 20 per second. While off, the game will run at 60
	frames per second but may be slower on weaker machines. There should be no problem 
	keeping it at default value anyway

- sword trail:
	quality of the white sword trail. Higher quality requires slightly more processing power
	but should be no problem on most machines

- grain effect:
	adds a grain effect to the screen (only in combat). Should have no impact on performance

- fullscreen:
	switch to fullscreen mode. I recommend to turn on vSync while in fullscreen mode, with the alternative method enabled

- vSync:
	while active, disables frame horizontal tearing, making the scene more fluid but may
	negatively affect performances. Recommended in fullscreen mode

- use alternative vSync:
	if turned on and the vSync is active, it tries to use an alternative vSync method that
	is faster on newer machines but may cause problems

- autotargeting:
	specifies the automatic targeting method. Use spacebar or L2 on your gamepad to activate it.
	Autotargeting automatically turns the player to the direction of the nearest enemy, if no
	target is in front of him/her
	- never active: autotargeting is disabled. Same as older versions of the game
	- always active: autotargeting is always enabled
	- press to turn autotargeting: autotargeting starts disabled, but can be switched on/off
	  by pressing spacebar or L2 on the gamepad
	- hold to autotarget: autotargeting is normally disabled, but will have effect while
	  spacebar or L2 are being pressed