1.0.4 - Constable Movement+ and lots of animation clean ups

Date: Sun, 02 Jun 2024
MiniLAW: Ministry of Law Game Banner
Genre: Action, Indie
Developer: Lasso Games
Release Date: Wed, 01 Jan 2020
Movement should feel more crisp and reliable across various actions. Clarity to all Constable animation frames. We also added tweaks to multiple other things. Check it all out below!

Player Movement Changes

    We have made some changes to various aspects of player movement, feels more crisp.

  • Running or walking or dropping off a ledge will now put you in an 'airborne' state, making it a consistent transition state while in the air now.

  • Movement on stairs now tracks down to said stairs, so running and dashing on stairs should feel better now.
  • Climbing on top of a ledge will now properly snap you down to the ground as you come up.
  • When the player drops off of a ledge, now they are pushed away from that ledge less.
  • Player regains control over movement up to 8 frames faster after landing than previously.
  • Jumping and combatrolling also function better on stairs.
  • Rewrote how jump-ending controls and timers work. Each jump now comes with it's own time limit, meaning you shouldn't be able to bunnyhop nearly as fast as before.



Additions and Optimizations


  • Cleaned up every instance of the character's in game gun in all the player character sprites. Now the gun should be a cleaner box shape and should more closely resemble the title screen and cover art. Also edited the intro cut scene to match above.
  • Went over all 1500 frames of the Constable's animations and cleaned up details for consistency
  • Cleaned up a couple rough looking sprites for some of the first enemies that got animated (Boyka, Biofreak assault, Rudeboy soldier).
  • Syndicate assault reloads and aims more slowly, and has a lower ammo per reload.
  • Syndicate ranger should block slightly less often.
  • More quotes added to the final death quote screen.
  • Tightened Biofreak initiate's hitbox so he should push you back during your melee moves. Biofreak initiate now has idle and talking animations.
  • Biofreak hacker now has idle and talking animations.
  • Doubled framerate of player character idle animations.
  • Several enemies which are already highly resistant to gunfire and explosions are now less resistant to melee attacks (Biofreak assault and soldier, Syndicate assault and soldier).
  • Replaced outdated tile effect with tile sprites. Produces porcelain bits from bullet hits instead of concrete bits.
  • Player one handed 'push' move now has significantly more knockback if it connects (more than the kick) which scales up faster than almost any other move. Performing a cross, uppercut, or one handed shove and then crouching no longer causes your character to glitch back up for a second after the move is completed, so these moves can now reliably used to transition into a crouch.
  • Blocking and dashing/jumping off ledges should no longer conflict. You can now properly dash-block forwards while standing or crouching. Blocking and moving off a ledge in any way now cancels said block out.
  • Enemy types scale up faster with time, and the default enemy roster now has two types instead of one for more apparent immediate variety.
  • New chest high cover object: TILED WALL. Covers up your pooping and peeing in bathrooms. Also another type of toilet added.
  • Cleaned up depiction of Constable's gorget on lots of frames that either had it wonky or didn't have it at all. If you know what a "gorget" is without searching please reply in the comment section without spoiling it for everyone else.
  • Particle update! Player now moves smoke during a jump. The Constable's car now kicks up dust when it's low enough. The dust the player kicks up from skidding should be placed more accurately now.


  • Bug Fixes


    • Removed automatic recentering of windows from all cutscenes.


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