STOPPPP, look to the LEFT, then to the RIGHT and NOW notice the awesomeness of this community! This week we've got a fireball dance, a new world to explore & so many good levels! As always, remember to click the level names to bookmark them for later on. HERE WE GO!
Space Invaders, Anyone?
TheGlock521 has made Space Invaderesque level Blopfush Bop 6. Sip on a frosty mug of nostalgia and enjoy the old times with a Blopfushian twist!
Lost in the world!
PureKnickers has created a beautiful world in the level Crash On Spore Planet. Be careful though - you could get lost exploring this place!
Double the fun
Paragon Spekio is in great form this week. His well-paced puzzle-filled level Treasure of Balloog Castle will keep you wanting to come back for more. (And his homage to the balloog has been noted by ever-present eyes.) Speaking of watchful eyes, check out his Halloween community event entry Corridor of the Watcher.
Fireball Dance
Johnny0798 has you sliding and gliding in the level Spooky Fireball Dance. Be ready to dance to the tune of fire to win this one!
Highlights
Paragon GKar has Round 2 of the [Crowns/Shoes contest](https://levelhead-project.firebaseapp.com/contest/Crown) based on Shenanicon Levels going on right now! Live vicariously through the contest and be part of Shenanicon & the community!
Yucca's Flingo Around Spike Mountain has you swinging around like Tarzan and zapping cromblers! What's not to like!?
Tardigrade Astronaut's Space Cloud? Space Cloud! is exciting but difficult, just like we imagine space travel would be.
Since we've flipped over to a longer patch cycle, we wanted to make sure we are keeping up communication with our players about what's going on in the studio. So during this phase of development, I'll be posting weekly developer blogs with little sneak peeks behind the scenes!
IT'S THE QUARTER!
We spent Friday running through our Quarterly Review, which is always an enlightening time. It gives us a chance to step away from development and try to think about the big picture, so we can improve our processes and identify our blind spots and areas where we need to improve. We found a lot of good process improvements this time around that we'll be executing, and one of our big goals going forward is to put extra emphasis on stability and quality in Levelhead as it approaches launch.
FixFest 2019
On a faster patch schedule, we needed to always make sure we got content out in time, which often meant adding new features at the expense of fixing bugs and improving game systems. Although it's definitely possible to get away with this in the short run, we don't think it's a good idea in the long run, because over time, it means we'd be building features on top of increasingly unstable systems.
Over the past few days of development, this has meant working on getting the game finalized and approved for the full launch on consoles, shoring up some problems with our web systems, fixing Editor bugs, and even combing through the game to find optimizations and hitches that would end up being more pronounced on consoles.
We still have a LONG way to go to get through our known bug list, but our final vision is to have the game in such a stable state as we come up to launch that we can continue to easily expand the game without needing to put out any fires.
CAMPAIGN GLORIFICATION
One of our goals for pre-launch prep is to get the campaign to a spot where it gets elevated from "A bunch of fun levels you can just go through if you want," to the status of being a truly memorable experience that has its own personality and backstory. Part of the work we'll be doing this patch will be developing more tooling on the back-end that will allow us to add more interesting features to the campaign. What are those? WELL YOU'LL SEE... IN TIME!
Chill Tunes!
We've been working with Fat Bard to get a little more musical FLAIR into your levels. For starters, this means some additional music tracks for the Jukebox, but it also means a WHOLE NEW ITEM that's meant to give you a little more control over amplifying the musical impact of moment-to-moment events in your level. What does that mean? STAY TUNED AND FIND OUT!
And if you want to get the changes a little earlier than the rest of the folks on Steam, hop into our Discord over at http://discord.gg/bscotch, where we've got information on getting into the Beta branch.
Another week down and another crazy round of CREATIVITY from our community! This week GR-18 has been through a haunted house, teleportation devices and fiery rain! As always, remember to click the level names to bookmark them for later. HERE WE GO!
Haunted House
In Critwolf's spooky level House Of 7 Haunted Lizumi, you need to grasp the souls of 7 Lizumis to bust out of the haunted house. Don't let them get you!
Teleportation
Draconic Captain's intricate level Ancient Discovery has us in awe. Manage your teleportation device to solve the mystery of the level and THE UNIVERSEEEE!?
Pumpkin Carving!
In the Big Gourd, Not that Kevin gives you a chance to practice your pumpkin carving skills. Halloween is on the way - what design will you choose?
This one really came down to the wire, Levelheads! This patch we juuust managed to get in FIVE new editor items, campaign updates, bug fixes, FIRE, and some new community tools! Let's look under the hood!
New Enemies: Scrubb and Ocula!
Although all of Levelhead's enemies are unique from one another, and they all do something interesting, some would argue that the current slate of enemies is... too interesting. We've got teleporting sharks, drill birds, giant tongue-whip chameleons. Heck, even Vacrats, the simplest of enemies, have multiple states. And they chase after the player!
So we thought, maybe it's time we take this DOWN a notch. How about some dumb enemies that hardly do anything at all? So that's what we did! This patch, we're happy to introduce two new enemies: The Scrubb, and the Ocula!
These two bad robots are nearly identical in behavior, except the Ocula has no depth perception, so it runs off cliffs. When defeated, the Scrubb and Ocula become "squished," turning into a throwable disk that does all kinds of weird things. It can plow through other enemies, you can bounce off it, and it can even break brittle rocks and open prize blocks!
Perhaps even weirder, the Scrubb and Ocula are the game's first "Shrinking" enemies. When you damage a large one, it loses a size and keeps coming. Once it shrinks down all the way, it can be squished!
These enemies are simple but endlessly useful. We're pumped to see how you all use them in your levels!
Is fire... lit?
This patch brings TWO new updates to fire. First, we have a whole new type of fire: WILDFIRE! Wildfire is identifiable with its blazing green color. Wildfire unique is extra hot, so it will destroy enemies as well as GR-18. Plus, it looks cool!
In addition to Wildfire customization, we added a new Fireball hazard that you can put anywhere you like. It has many of the same properties as Whizblades, with the added bonus that Fireballs can be switched on and off using Levelhead's switch system, so you can turn them into some super-heated doors!
This is fine.
Behold! Treasure!
Keycards have always been in Levelhead, but until now, all you could do with them was open doors. Well, NOT ANYMORE! For starters, you can now use them to DELIVER GOODS to your players, with the power of the Key Chest!
Key Chests can have their colors changed as well, so you can give your players a special key that can only be used to get that special treasure you've hidden away!
Weird key puzzles?
Doors? Chests? Of course. But those are just regular key things, and this is Levelhead. So we just blew the lid off this whole thing, and integrated Keycards directly into the editor's switch system, with a whole new item: the Key Switch!
Key Switches are toggled every time you toss a Keycard into them. Not only does this let you use keys for the traditional approach -- unlocking stuff -- it also lets you create weird, limited-move puzzles or contraptions! For example, if you give someone five blue keys and a blue Key Switch, then they can only flip that switch five times.
Let's get that Wiki going!
This past week, the Levelhead Discord community started comparing notes about all the various documents, tricks, contraptions, and everything else they've created learned about Levelhead over the past months. And suddenly the discussion turned to, "WHY DON'T WE HAVE A WIKI?"
That's a good question. Why don't we? We've put in a request over at Gamepedia to get a Wiki off the ground, so we'll have more information about that soon. But in the meantime, we've added a button to the game's Settings page that lets you export some of the game's data, plus item icons, directly into the save directory.
That should be enough to get started on the Wiki, once we get the thing created!
Upcoming Patch Schedule Changes
We're gearing up to fully launch Levelhead early next year on multiple platforms, and we have to make sure we're ready for the big time! Much of our development time over the coming months will be going into various cross-platform compatibility things, certifications, localization, and lots of bug fixes and improvements. We'll also be working toward getting in some really big features that are going to take longer than the current 2-week timeline to design, implement, and test. We've had to put these big features on the backburner during our current phase of Early Access, so we could ensure we always had new content to deliver every 2 weeks.
Going forward, to give ourselves time to get those features into the game, and hit all our other targets, we're going to be spreading the patches out more. But we'll always make sure you know when the next patch is coming, so you won't be left in the dark! And as always, if you want to peek in on how things are going and see some sneak previews, pop into the Butterscotch Discord!
The next patch will arrive in four weeks: November 6th.
Would you like to know more about the current patch? Dig in to the detailed patch notes below!
The settings page now features a button that you can press to export game data to the save folder. This data currently includes information about the Editor items, as well as icons for all of the items. This data is intended to serve as a starting point for community-created sites such as Wikis.
New Item
Introducing two new enemies: Scrubb and Ocula! These are "chump" style enemies, meaning they essentially do nothing at all in response to the player. They just walk around! The Ocula has no depth perception, so it walks off cliffs, while the Scrubb will turn around at cliff edges. Large Scrubbs and Oculas shrink down when damaged, and when defeated in their smallest form, they fall onto their back, turning into a throwable item that will pass through and damage enemies, bounce off walls, break blocks and open prize blocks, and can be repeatedly bounced upon. Spinning Scrubbs and Oculas will expire after five seconds of inactivity, or after five bounces against walls. Picking one up and re-throwing it will reset its expiration tracking.
Introducing the Key Switch! Key Switches are simple toggle-able switches that will change states when struck by a key of a matching color. This will now allow you to use Key Cards for many more things other than simply opening doors. You can even created some kind of limited move-set puzzle with these, by providing the player with a limited number of keys!
Introducing the Burny Ball! This is a placeable fireball that can behave much like a Whizblade. However, Burny Balls can also be attached to switches, and they destroy certain items like bombs or Rebound orbs. They can also be set to the new "Wildfire" mode, which will cause them to damage enemies.
Introducing the Key Chest! This is a large, 2x2 treasure chest that can only be opened with a key of a matching color. Key Chests are non-solid, and they require being placed on solid ground. Key chests can contain any of the kinds of items that would normally go inside other objects like prize blocks, and they can also contain enemies.
Editor
You can now change the fire style for Fire Chainers, Cannons, and Lookcannons. The new fire style options are Hot Fire (normal), Friendly Fire (which only harms enemies), and Wildfire (which harms both GR-18 and enemies). Wildfire is green, and Friendly Fire is blue.
You can now type words in the Name Combobulator, and it will jump to the closest word that you typed, instead of just the word that matches the first letter. If you stop typing for over a half-second, the word lookup resets.
Improvements
Campaign
Scrubb & Ocula, Meet GR-18! package has been effectively blocked so people don't get trapped with it. (thanks to misshapensmiley)
Scrubb & Ocula, Meet GR-18! extended spike jump slightly to force use of the diagonal surfing technique.
Scrubb & Ocula, Meet GR-18! is now a side-level rather than in the main campaign path.
Keyswitch Meditation's key ordering is more random.
The Swoopadoop in Swoopadoop Gulch should no longer attack players outside the arena.
Trouble at the Fort's package-get section has been clarified.
Fly, GR-18! has had it's other proximity switch updated, so players don't engage zoom before it's meant to be zoomed.
GR-18 the Comet has had its barrels more finely tuned so players with low-frame rates don't get shot into the abyss.
Quickfire has had a single background tile added, to prevent it from being literally unplayable.
Pressure Point now uses a music track and the horizontal cam boundary.
Hide and Sneak now uses a music track instead of ambient track.
Be Sneaky, GR-18! now uses a music track instead of ambient track.
Dune Doom Dream's aesthetics have been updated, and the puzzle block section tweaked.
Scrubb & Ocula, Meet GR-18! new level in the forest, before Temple Gauntlet.
Mad Vacrat Nest now has a chumps in it and has been updated for aesthetics.
Vacrat Country now has chumps in it, has been overhauled, and is now called Bop Jump.
Temple Gauntlet now has chumps in it.
Be Sneaky, GR-18! now has chumps in it.
Swoopadoop Gulch now has updated aesthetics, chumps, additional checkpoint, and wildfire.
The Heist now has a chump in it.
An Unusual Time now has chumps in it.
That's an Incredible GR-18 now has chumps in it.
Bound and Rebound now has a chump in it.
Fault Line Bingo has been updated, includes chumps and new aesthetics, and is now called Trouble at the Fort.
The Door Problem now has Chumps in it.
Temple of Karma's end now features an Ocula with a deathwish.
Ride and Roar now has chumps in it.
Grand Theft Grotto now has chumps in it.
Temple of Karma's timing has been changed to be playable after the versioning update.
New level "Key Switch Meditation" introduces Key Switches. It appears after Chamber of Magic. It's a simple puzzle level!
"Calculated Risk" has been revamped to include Wildfire and additional aesthetic changes, and is now called "Too Hot? Too Bad!"
Break Grumble and Grin now has a secret Chest.
Hide and Sneak now has a secret chest.
Loud Mountain Hop has been updated.
Sproing Time now has a chest.
Fault Line Bingo now has an armor plate.
Be Sneaky, GR-18! now has an armor plate.
Mad Vacrat Nest now has armor plates.
Hide and Sneak now has an armor plate.
Swoopadoop Gulch now has an armor plate.
GR-18 in the Comet now has a GR-17.
Fly, GR-18! Has had its proximity switch updated.
Sacrifice the Box's fire has been updated.
Thorn Cloud Delivery now includes instruction for how to drop items, instead of just kick 'em.
Whizblade Grotto is now Kick Jump Grotto, and it teaches you how to perform a successful kick jump.
Updated most UI references to "Campaign" to say "Training" instead, to bring it in line with the opening presentation and lore of the Bureau of Shipping.
When using the Editor in Multiplayer mode, you cannot resize the level while other players are actively placing things or moving them around.
Added to the Name Combobulator: Spin, Report, Party
Added to the Name Combobulator: Bonus, Stage (thanks to JextheNBguy)
Added to the Name Combobulator: Blind, Misty, Barrel, Bramble, Mayhem, Frenzy, Madness, Lagoon, Chute, Web, Spider, Arctic, Toxic, Stronghold, Antics, Slime, Slimy, Corridor, Watcher, Festive, Festival (thanks to Spekio)
Added to the Name Combobulator: Beware (thanks to critwolf)
Changed the name of "Burny Ball" to "Fireball", because... you know.
Removed "Friendly Fire" as an option for fire style. Turns out, even if fire is blue, it still looks like it should harm you. WHOOPS!
Signs now show up as semi-transparent in the Editor when switched off, instead of retracted. This way, you can still see the icon on the sign while editing.
You can no longer resize Daily Build levels, since the whole point of Daily Builds is THE RESTRICTIONS! (thanks to Retro Banana Man NL)
Key Chests must now be placed on solid ground.
Added sign icons for the Ocula and the Scrubb.
Burny Whirlers can now use the "Swing" property, similar to Spike Chainers.
When you are draggng the edges of a level in the editor, the camera is no longer stuck to the edges of the level, so you can use a joystick or WASD to continue to scroll while dragging the level size larger.
When you confirm your level details, the level is no longer force-saved at that moment, because... It's not necessary!
Added to the name combobulator: Midnight, Dusk, Twilight, Ritual, Summon, Frightening, Creepy (thanks to Spekio)
Added to the name combobulator: Basic, Training, Start, Player, Monster, Lane, Street, Planet, Elevator, Action (thanks to Tim Conceivable)
Gameplay
Spinning Scrubbs/Oculas no longer break Hard Clay, but they do still break Brittle Rock.
Enemy drop throwables that normally deal damage to enemies now also destroy squished Scrubbs and Oculas.
When small Scrubbs or Oculas are punched or bombed, they now turn into their Spinning mode. This will allow you to punch them into other enemies to damage those enemies.
The package now destroys Squished Scrubbs and Oculas if thrown at them.
Squished Scrubbs and Oculas are now destroyed if they damage an enemy who survives the impact.
If a Spinning Scrubb/Ocula hits another spinning one, they will both be destroyed.
You can no longer bounce infinitely on Spinning Scrubbs or Oculas. It was... too overpowered. Now, they explode after the first bounce.
Updated the scaling of Burny Balls so you can't squeeze between them.
Fixed collision issues with Spinning Scrubbs and Spinning Oculas incorrectly killing the player under certain circumstances. Also updated the Scrubb and Ocula to both properly shrink when their larger versions are damaged.
Updated Key Chests and Key Switches (in development) to have all their visuals and all four colors, and to respond properly to keys.
Training
Added new visuals to the ship's warp animation in the Training map.
Slightly reduced the camera speed in Lookaround mode in the world map when using a joystick or WASD, so you don't have to have ELITE GAMER REFLEXES just to highlight a level to warp to.
Optimization
Found some optimizations for non-switched Lead Blocks, as well as Lead blocks generally, that should reduce their load on the CPU.
Text
Renamed "Spinning Scrubb" and "Spinning Ocula" to "Squished Scrubb" and "Squished Ocula," since they aren't always spinning while squished.
Visuals
Oculas now animate faster, making them look more angry.
Added some extra visual flair to the Ocula and Scrubb's shrinking effect and their spinning states.
Scrubbs and Oculas now have a "Standing" frame when in the editor.
Wildfire now has green fire particles when it bursts.
Updated the styling of particle effects for fire impacts to be... cooler.
Audio
Implemented sound effects for the Ocula, Scrubb, Key Chest, and Key Switch.
Versioning
Your game will now use the minor version number (the second number) to determine whether a level is compatible and can be played. The "Patch" number (the third number) is now reserved for small bug fixes and other backwards-compatible tweaks.
UI
Updated the "Create" button on the New Level page to be the same as the one on the Daily Build page.
When typing in the Name Combobulator, your current search string will be displayed in AQUA BLUE!
Burny Whirlers now display the proper UIcons when eyedropped based on their fire type.
The "Download" button on level cards will now adhere to the same rules as the "Play" button. If you haven't played the level before, the "Download" button will be hollow. If you have played it, it will be solid. If you have beaten it, it will be solid with a checkmark inside it. This way, you can know whether you've played or beaten a level in the past, without needing to download it.
Added a graduation cap icon to the progress bar in the Training map.
Updated color schema of the "Like" and "Favorite" buttons on expanded Level Cards, so they are more obvious when they are active.
Reordered the large "Like" and "Favorite" buttons on expanded level cards, so they match the order of the small "Like" and "Favorite" icon buttons on the non-expanded level card.
Updated the icons for the cursor when resizing a level.
When using an on-screen keyboard, now only Player 1 can input stuff with their controller.
Cross-Platform
Updated our platform management system to allow for testers to more easily and reliably test how game features are handled on different platforms without actually needing to run a build on those platforms.
Saving
Updated Asynchronous save throttling to always force-save your workshop level that you are working on.
iOS
Updated iOS Rumpus to now check for licensing.
Fixes
Gameplay
Slightly tucked in the hitboxes of Fireballs, so 1x1 enemie can walk in the 1-tile gap beneath Wildfire Fireballs.
Fireballs on a Circular movement style but set to 0 movement were always facing to the right. Now the properly face down. (thanks to Spekio)
Spinning Scrubbs and Oculas no longer blow themselves up on impact with a Crombler. (thanks to Tim Conceivable)
Fixed an issue where Scrubbs and Oculas would respawn inside the ground after a checkpoint respawn.
Fixed the sizing of the Squished Ocula and Scrubb hitboxes to exactly match one another.
The Rebound projectile had an evenly-sized hitbox, which meant it had no central pixel. This caused slight variations in behavior depending on where in the level you fired it. This should now be fixed. (thanks to Wumpybami Rampygop)
Fixed issues with Scrubbs and Oculas emerging from Key Chests in the wrong size.
You can no longer grab a squished Scrubb or Ocula in the same frame that bounce on it, because it has been DESTROYED!
Fixed depth-sorting of Scrubbs and Oculas.
Fixed an issue with Scrubbs and Oculas not having their shrunken-ness restored at checkpoints.
Fixed issues with Scrubbs and Oculas vibrating super fast if they were stuck in a small area.
Fixed an issue where squished Scrubbs/Oculas had unusual horizontal speed changes on moving platforms and Toe Sliders.
If a downed Scrubb or Ocula is hit by a Bumper, it will start spinning.
Rebound orbs now destroy spinning Oculas/Scrubbs.
If an enemy got knocked back by a punch or a bomb, it would then, in most cases, begin ignoring ledges and just walk off of them. Now, the enemy will be knocked off of ledges within the first second of being impacted, but will resume its normal ledge-handling behavior after that.
Cromblers no longer cause Bumpers to trigger, since Cromblers are unaffected by Bumpers.
If you throw a Scrubb or Ocula at a Brittle Rock and an enemy emerges, the enemy won't be damaged by the thrown Scrubb/Ocula.
Enraged Cromblers now crush Spinning Scrubbs and Spinning Oculas.
When Scrubbs or Oculas are crushed by Enraged Cromblers, they do not convert to Spinning mode.
Scrubbs would get stuck in corners if that corner was both a cliff and a wall. This has been fixed.
Burny Whirlers now properly take enemy sizes into account when burning them with Wildfire.
Scrubb/Ocula spinners are now properly destroyed by Wildfire.
Wildfire no longer destroys Cromblers.
Fixed positioning issues with Fireballs -- they should now move in the pattern displayed in the Editor.
Fixed issues with Whizblades using rectangular hitboxes instead of circular ones.
Fixed an issue where GR-18 could be depth-sorted behind enclosures during the victory sequence.
Fixed an issue where Scrubbs and Oculas didn't always register as the correct enemy when they emerged from things.
If you restarted at a checkpoint, sometimes your active camera anchor wouldn't be properly remembered from when you touched the checkpoint. This has been fixed.
When a Burny Whirler is set to a swing amount of 0, its fireballs would still rotate as if they were swinging. Now they don't!
UI
Fixed a spacing issue caused when you have no levels in the "My Levels" section of the Marketing Department.
Fixed some (developer-only) text on the confirmation window for resetting campaign progress, that referred to outdated systems.
When you go to delist a level in the Daily Build UI, the confirmation window was underneath stuff. Now it isn't.
Daily Build workshop cards were sometimes displaying the wrong versions of icons for items. This should now be fixed.
Fixed a problem with changing between controller and mouse while scrolling on the Name Combobulator.
Player 2 can no longer press buttons to engage with on-screen keyboards with a controller.
Toggling a favorite on a level will now display the correct icon in the popup text.
You can no longer click on buttons in the Random section of the Tower while you are already searching for random levels.
Visuals
Fixed issues with Rifts not using the proper color of particles when sending things between them. Also, the particle lines now go from the center of the source Rift to the center of the destination Rift, instead of from the starting object to the destination Rift.
Fixed the highlighted version of the Download button on level cards to match its non-highlighted version.
Editor
If you placed an object that requires solids over an enclosure, the enclosure would visibly disappear and not appear to get replaced (although it definitely did). This should no longer be occurring.
When in "Circular" mode, fireballs would always display the "Hot Fire" sprite in the Editor even if they were Wildfire fireballs. This has been fixed.
Zoom level now resets when you enter a level.
Dragging a Toe Slider now draws the correct visuals, depending on its direction.
When you had a Key Chest selected, its eyes would be... just wrong. Now they are fine.
Fixed a crash that would occur when adding new players to the game during Editor mode.
When a player begins rezising a level in the Editor, other players' actions are now cancelled.
Updated sensitivity of resizing levels, so if you rapidly click one of the edges of your level, it won't insta-resize it.
Fixed a case where the wrong edges of a level were sometimes being highlighted as you resized it.
Fixed a single-frame cursor flash when you released the cursor while resizing a level.
Crash
Fixed a crash that would occur when Tiptowing as a shrub through a squished Ocula or Scrubb.
Fixed an issue where if you immediately exited the Email login page after sending your login information, the game could crash.
If you attempt to load a level that has items that are unavailble in your version of the game and somehow we don't catch that case, the game will no longer crash -- the level will simply fail to load, and you will get a popup stating that the level failed to load.
Audio
Enemies destroyed by Wildfire should now properly play their "Destroyed" sound.
Fixed some issues with Lizumis making horrible repeated screeching noises when trapped.
Web
Fixed some issues with caching of likes and favorites, and how those are displayed on level cards. Level cards should more accurately display your likes and favorites now.
The Daily Build page should no longer feature delisted levels.
Updated reliability of caching likes and favorites.
When playing a random level playlist, you should now properly see the names of the level creators, instead of their rumpus codes.
Loading
Fixed some issues with loading levels due to data types not being recognized in the YoYoCompiler.
Workshop
Fixed an issue where some of your level's metadata (such as its name) wasn't being properly updated on the server if it was a cloud level. This would cause the level's name to change when you pulled it down on another machine.
Training
Sacrifice the Box's jems are now all obtainable, and it should no longer be possible to sneak a rebound orb into the final portal.
We've entered the SPOOKIEST time of year! This week we've got new paragons, a community Halloween level event, & rings of doom. As always remember to click the level names to bookmark them for play later on - LET'S GO!
You shall rise as PARAGONS!
The thing that makes Levelhead special isn't just the game - it's the unique collection of people who play it. The Paragons of this community uplift the spirit of Levelhead through their in-game skills, creativity, and the creation of experiences that bolster the entire community.
Today we would like to cast a special spotlight on some select members of the Levelhead community, as we congratulate our third cohort of Levelhead Paragons.
+ PureKnickers - for organizing the community Trick or Treat Event, creating a horde of well-paced levels, and collecting all the platforming tech in one easy-to-read guide. + Intuition - for being one of the fastest players of Levelhead and contributing to everyone's understanding of the word *cheese*. + Clumsy Jeff - for tipping more than 500,000 exposure bucks to other Levelheads and being a steadfast, welcoming presence in the Discord. + Glock521 & CJ5Boss- for creating a fountain of levels with their unending creativity, and for reaching more than 100 shipped levels, each.
CJ5Boss ships his 100th level, *100 Here!* Get ready for an epic level filled with enemies, puzzles, powerups, and so much more. A fitting way to celebrate the Big 100!
Trick or Treat 1st Edition
PureKnickers kicked off the Halloween Community Event in the best way possible - a level called *Trick or Treat*. We were horrified by the spooky dining dungeon and its abominably clever chandelier!
Merry-go-round?
TalkGibberish reminds us of playing in the schoolyard in his level *Around And Around* - yes, our schoolyard was covered in circular sawblades. It was a wild time.
Spike Maze
Steek Hutsy has created a single screen spike maze in the level *This Lock Switch?*. It's just one screen so it's gotta be simple, right? HOOHOOHOO NOOOOPE!
Highlights
+ Beekie Boppaboop's Spike Block Safari is an excellent practice level to try out the spike block's mechanics. + Spartan Revenant's Hidden Forest Temple is full of adventures! Use your powers well to get through this hidden forest.
Another week done and another round of thrilling creativity! This week GR-18 becomes a sprinter, mountaineer, and a philosopher! As always remember to click the level names to bookmark them for play later on - LET'S GO
Fiery Chase & Race
In ZiLyfe's panic-filled level Fiery Jem Rampage, you survive the wrath of the fire gods to win the race. Be ready with your sprinting shoes!
The frenemy!
Paragon Spekio, in his captivating level Blopfush Calculated Revenge, has pitted GR-18 against the notorious FRENEMY -- THE BLOPFUSH! Choose your level of intensity and remember... you reap what you sow!
Spice of Life
Alpaca Raider embraces variety in the level Peak Pendulum. Be ready for crazy permutations and combinations in this adventure!
Puzzling Descent
CJ5Boss has you descend a puzzling maze in the level Awakening Descent. Be aware of all the jems, switches and enemies to escape this descent and remember - FEAR IS NOT AN OPTION!
Unlock the mysteries of life
In Mysterious Lock Switch Nest, Silver Fox sets you up to unlock paths that lead to nirvana! Put on your zen face to get through this mystery called life!
Highlights
PureKnickers has created a Halloween themed community event. Be part of the community to create 31 Halloween themed levels which will be showcased! Hurry up to confirm your spot!
Tim Conceivable's Toasty Flyblock Escalation reminds us of obstacle race on an escalator. Get ready to push past spikes and what not to reach the top as fast as possible.
TheGlock521's Rebound Tutorial: Move is a great learning level for the new Rebound powerup! Practice your mutant powers to get stronger.
Salmaster's Messy & Mountain Adventure lets you explore this giant mountain of level as you encounter enemies and treacherously steep falls!
Eleverion's Caverne De Piège À Pointes! tests your precision, timing, and patience. Stay calm and alert to win through this fun level!
Hey, Levelheads! We're pumped to bring you PATCH 0.19 this week, which finally brings out one of our long-awaited powerups! We also have some fun new utilities in the campaign and the editor, and a couple of new blocks to play with! Pair all that with the big bundle of bug fixes and small improvements, and we've got ourselves a whopper of a patch. Enjoy!
Introducing: the Rebound!
First and MOST IMPORTANTLY, patch 0.19 finally introduces the fifth powerup: the Rebound! This one is pretty weird, so we'll just let this gif explain it:
The Rebound has been in the idea phase for over a year, just kind of chilling on the backburner, as it's a fairly non-traditional powerup and needed a lot of tweaking and polish to get it to feel right.
With the Rebound, you shoot a face orb out of your head. You can shoot enemies with the orb, or you can try to bounce off of it to give yourself a super jump! Or you can just use the recoil to launch yourself over and around obstacles. And because it fires in two-shot bursts that regenerate all at once, you can even play with the shot timing to fire three shots back to back, once you figure the thing out.
We're really excited to see what our players come up with for the Rebound, because honestly, even we have no idea what this thing is capable of.
Control that Zipper!
Our level builders often comment that the Zipper powerup can be quite challenging to build levels around. Once you give the player a Zipper, you suddenly have to be very careful, because the player can get through ANY walls! Well, NOT ANYMORE! Now, with Lead Block technology, you can keep that player from zipping... anywhere!
Oh, but don't worry -- lead blocks can be tied to switches, too! So if you want to let the player zip through later, you've got the option!
To spike, or not to spike?
Sometimes you want a block. Sometimes you want a spike.
WELL NOW YOU'VE GOT BOTH! Introducing the SPIKE BLOCK! Spike Blocks behave like Hardlights -- they automatically turn on and off on their own, but you can override that behavior by attaching them to switches.
What's what I see on the horizon? Is it... Yes... It's a wave of troll levels, about to wash over us all.
On second thought... Let's go bigger.
Have you ever been building a level and then thought, "Crap... I picked the wrong size!"
Well you can throw those thoughts into the GARBAGE. Because now, you can expand or shrink your level to fit your mistakes! Er... plans. Your well-laid-out plans.
New campaign levels!
We packed three new levels onto the end of the campaign, which are meant to showcase both the Asteroid Tunnels biome and the Rebound. And Sam also went back through some of the older campaign levels and packed a few little extra toys into there, just to SPICE THINGS UP!
But once we got these campaign updates in, we realized... This campaign is getting REALLY BIG. Yeah, we want people to experience the new levels, but it sure is becoming a chore to navigate this giant campaign map. So we took care of that.
WARP SPEED AHEAD!
YEP, THAT'S RIGHT. When you are in the Inspect mode of the campaign, you can now warp to any campaign node that you have previously been to.
That should speed things up a bit! Oh, and you can also warp to the campaign node you are already sitting on. That was a bug, but we're leaving it in because it's hilarious.
New Pressure Plate Styles!
We wanted to expand the functionality of pressure plates, SO WE DID! You can now tell them to simply toggle when pressed (instead of needing to always be held), or you can even have them explode! You know, just in case... in case you needed to blow something up.
Updated Version System Incoming
Now you might be looking at this patch and thinking, "HEY WAIT A MINUTE. Did we just skip five version numbers?" YES. Yes we did. Sort of. Here's why!
Previously, the game's entire version number was used to determine the compatibility of levels. The rule was simply: If your game version is lower than the version of a level at all, then you cannot play that level.
But as Levelhead approaches the full launch, we're going to be on lots of different platforms, and those platforms will, at times, have their versions slightly out of sync with each other. We want to make sure that just because we deployed a small bug fix on one platform, doesn't mean that levels made on that platform are now totally unplayable on all platforms due to version mismatches.
So, this is where version management comes in! Starting two weeks from now, we will be updating our versioning system so that the last number (e.g. the "1" in 0.19.1) is simply used for small bug fixes, UI changes, and things that otherwise don't break compatibility of levels. Whenever the first or second number go up, those are major changes that would require an update to be able to play levels made in those versions.
This will give us the flexibility to deploy small bug fixes, interface tweaks, etc... across numerous platforms without worrying about getting everyone out of sync with each other. Then, we can try to sync up backwards-incompatible patches more reliably.
COOL, RIGHT?
THAT'S ALL, FOLKS!
That's all we have for patch 0.19! Oh, except for all that other stuff in the notes below. But other than that, THAT'S IT!
You can now resize your levels by dragging the top or right sides, or the top-right corner. Levels can be rescaled up to 10,000 grid spaces, with an individual maximum width or height of 255, and a minimum of 30. If you want to downscale a level, you will first have to clear out any paths, backgrounds, and items that might be in the way.
Pressure plates have two new styles: Toggle and Explode! Toggle pressure plates will toggle their current state when they are newly pressed, and will not lose that state when they are released. Exploding pressure plates will change state and then explode, locking that state in.
Campaign
When you are in Campaign Inspect mode, you can now Warp to the campaign node that is in the center of your viewport, provided that node is available for you to travel to normally. Warping takes a few seconds to warm up, so it may not be ideal for short travel, but once you are traveling more than a few nodes away, it becomes a fast alternative!
New Item
Introducing the LEAD BLOCK! The Lead Block is a static solid item that prevents GR-18 from Zipping through it. Lead Blocks can also be attached to switches. When powered via a switch, the Lead Block becomes passable via the Zipper, but still remains solid.
Introducing a new powerup: The REBOUND! Rebound turns GR-18 into a cannon that launches bouncing orbs. The orbs deal damage to enemies, trigger pressure plates, and can be jumped off of. Firing the rebound also has a considerable amount of recoil, which launches GR-18 backwards with high speed. Rebound orbs come in a double clip, so GR-18 can fire two of them rapidly back to back. The clip fully replenishes 2 seconds after the first orb is fired.
Introducing a new hazard: SPIKE BLOCKS. Spike Blocks can be toggled back and forth between being a walkable solid, and being a horrible, murderous spike ball. Spike Blocks can be attached to switches, or they can be left to their own devices to toggle like Hardlights.
Development
Prototyped new "Lead Block" concept. Lead Blocks prevent the Zipper from going through them.
Improvements
Login
Improved reliability of Steam session checking on login, so users should not be incorrectly hit with "Invalid License" errors upon login if they do indeed have a valid license.
Editor
Added to the Name Combobulator: Daring, Diabolical.
Added word to the name combobulator: Treat (thanks to PureKnickers)
Added word to the name combobulator: Meteor, Asteroid, Mine, Harvest, Extract, Unit, Project (thanks to Icyglow Dangglow)
Added a Rebound icon to the Sign item.
Pressure Switches can now be muted.
Added words to the name combobulator: Abyss, Chasm, Fissure, Crevasse, Gorge, Alien, Facility, Base, Moon, Blaze, Into, Apocalypse. (thanks to Spekio)
Added words to the name combobulator: Drop, Shipment, Care, Ship.
Added to the name combobulator: Orb, Basket, Bucket, Net.
Lead blocks are now treated as static solid items, so they can be used to bracket doors.
Added the word "Bound" to the name combobulator.
Campaign
Three new campaign levels are available, which introduce both the Rebound and the Asteroid Tunnels biome to the campaign track. The levels are: Bound and Rebound, Sacrifice the Box, and Quick Fire.
When in Campaign Inspect mode, you can now see the name of the node that is in the center of the screen.
Uh Oh now includes spikeblocks and a GR-17.
Clockswitch Tower now includes spikeblocks and a GR-17.
Switch Karma now includes spikeblocks.
Tempswitch Rush now includes spikeblocks.
Deliver the Package, GR-18! has some updated tiles.
Break Grumble and Grin has some updated tiles.
Temple of Karma has some updated tiles.
You can now skip the opening cutscene of the campaign, for some reason.
Added Rebound instruction cards to the campaign.
The campaign now has Asteroid Tunnels level orbs floating in the background.
Updated the UIcon for the Lead Block to be more consistent with its actual visuals.
When a level has fewer than 10 players, its difficulty diamonds will be shown as "???" since we do not have enough data to reliably infer anything about the level. This will also prevent the first couple of players from skewing the difficulty rating in one direction or the other.
Added tooltips to the non-text buttons on the level cards and the pause menu / scoreboard.
When you quit a playlist from the pause menu, you are now hit with a confirmation window.
The "Diamonds" on a level now come from the server, and use a totally new formula. Previously, the diamonds were simply another way to look at the "Clear Rate" -- the proportion of attempts that resulted in a win. However, this metric unfairly displayed long levels as being "harder" than they are, since there are more opportunities to die. Now, the diamonds are intended to represent "Danger" -- how frequently the average player dies throughout the level. A green, one-star level means the average player dies extremely rarely, if at all, while a five-diamond, "Ludicrous" level means you will be dying pretty much constantly (every few seconds). Levels that have never been beaten will still be displayed as the five, hollow diamonds. Also, because the "Diamonds" rating now comes from the server, it can easily be adjusted on the fly.
Updated the Tip button's confirmation text and border to be a gold color, so you can more easily discern when you have entered CONFIRMATION MODE!
Gameplay
The Rebound Orb now once again triggers pressure plates.
The Rebound Orb is now affected by fans and springs.
The Rebound Orb now bounces off of item purge gates, not powerup purge gates.
When a Scrubb or Ocula (in development) are defeated by a spinning, thrown Scrubb or Ocula body, they don't turn into throwable objects. They are just DESTROYED.
When Scrubb or Ocula (in development) contain a prize (other than Jems), they no longer turn into a throwable item when jumped on. Instead, they just poof out of existence and the droppable item is in their place.
Scrubb and Ocula (in development) have had their animation speeds updated to differentiate them from one another.
Rebound Orbs no longer trigger pressure plates. It was... too weird.
Rebound Orbs can now be flung by explosions.
When a spinning Ocula or Scrubb slide along ground, they should no longer make a grinding sound (in development).
Updated the Rebound Orb to have a minimum bounce speed, so it doesn't end up making a series of extremely fast tiny bounces along the ground.
The Rebound no longer is a single-shot powerup. Instead, it has a 2-shot "clip", and the entire clip regenerates on a 2-second cooldown after your first shot is fired. So you will still get one shot per second as before, but you can "burst" them as needed.
The Rebound powerup's orbs no longer knock enemies back.
Updated the "Spike Block" object to behave the same way as Hardlights in terms of how it responds to switches, as well as timing.
The Rebound orb now gets destroyed by fireballs and fire chainers.
The Rebound orb now destroys non-fire projectiles.
The Rebound orb now goes through Rifts.
The Rebound orb now pushes pressure plates.
The Rebound orb now allows you to see into secret areas.
Firing the Rebound now gives you less vertical impulse if you are standing on the ground.
The Rebound orb now bounces off of Powerup-style purge gates, but not item-style purge gates.
Optimization
Updated the level loader to load terrain tiles over a number of steps instead of all at once, to prevent the game from hanging.
Updated the way the game handles detecting context-aware tile visuals, to drastically reduce hitching. Previously, whenever the level was "Spawned" (like when you pressed "Play" in the editor), each context-aware tile would check the surrounding areas to determine its visuals. Now, these visuals are pre-calculated and cached, so the spawning should occur much faster. This should also reduce the likelihood that the game crashes when spawning into a level that has a huge number of enclosures.
File Handling
Updated Rumpus file handling to be asynchronous instead of synchronous, for better cross-platform compatibility. On PC, there should be no noticeable changes.
Workoshop
Updated the Daily Build rules.
Android
The Home and Back on-screen buttons should now be inaccessible during gameplay on Android. They will become available when you pause.
Fixes
Development
Updated development-side testing to always use license checking on Steam.
UI
You should no longer be able to summon the Cheese Mode Details button outside of Cheese Mode under any circumstances. (thanks to misshapensmiley)
The Daily Build menu should now properly draw items in their correct colors, such as keys or Hardlights.
If you try to delist or un-delist a level in your Downloads page, the confirmation window was showing up behind your levels. This should no longer be occurring.
When you changed your tip size, the tip size housing would not update its position instantly, causing it to jerk around for a frame.
Added hovertext to the sharecode button on the pause screen and scoreboard.
When you change the Zone under the Level Details page, the level icon would pop up to the top left corner of the page for one frame. This has been fixed.
The level names on the campaign scoreboard no longer go off the edges of the screen.
You should no longer see work-in-progress items under the Background variants tab of the editor while in the Daily Build.
When you quit a level from the pause menu, the level no longer temporarily resumes for a few frames.
Audio
Increased the sound priority of GR-18's death sequence, so the death sound doesn't get overridden by other sounds.
Throwable items that bounce vertically should no longer make their bounce sounds unless they bounce decently hard off the ground or ceiling, to avoid spamming sounds.
Editor
Fixed some issues with the Name Combobulator not detecting the cursor when scrolling.
Pressing non-valid keys in the Name Combobulator will no longer jump to the beginning of a list.
GR-18 now presses Pressure Switches in the editor.
Fixed an issue with surrounding tiles not updating properly when you deleted an enclosure that had an item sitting on top of it. (thanks to misshapensmiley)
Fixed an issue where placing an Environment Column on top of Enclosures would result in the Environment Column being invisible until level reload.
Pressing "Escape" to cancel a biome change in the Level Details page was leaving residual terrain tiles from other biomes. This has been fixed. (thanks to Wumpybami Rampygop)
You can no longer change item properties while saving a level.
When you place a static solid item (such as a Lead Block) on top of terrain, the terrain should now properly update.
When you drag to place an item next to another of the same item, if the two items don't have matching properties, they should no longer scalepop together.
Fixed some issues with enclosures and backdrops not updating the surrounding terrain properly if there was an item sitting on top of the enclosure/backdrop when it was changed.
If you drag an item into terrain, the surrounding terrain should now update properly.
You should no longer be able to "Undo" things while the level is saving.
Toggle pressure switches should now properly represent their state in the editor.
When you undo, one-way platforms should properly update their visuals.
Fixed an issue caused by the context-aware tile changes that would sometimes cause tiles to be invisible if you drag-placed context-aware tiles of one kind over context-aware tiles of a different kind.
Visuals
The Asteroid Tunnels biome had a slightly incorrect color past its bottom edge. It is now fixed!
When you reloaded at a checkpoint, Spike Blocks would always show a Spiky frame before loading the correct frame. They should now always load on the proper frame.
Fixed vertical alignment issues with Fallthrough Kronkrete.
Nintendo Switch
Fixed a crash that would occur when trying to cancel logging in via email on the Nintendo Switch.
The shaders used on Rifts have been disabled on the Nintendo Switch, due to compatibility issues.
When using single Joy-Cons, the visuals for controller buttons should now be properly updated.
Gameplay
When you use the Zipper while being shot out of a blaster, it should now correctly zip you in the direction you are pressing with your controls. (thanks to Ononga Rampytrippee)
The Rebound Orb should now properly display its exploding visuals when destroyed by a fire chainer.
Exploding pressure switches will no longer explode before the level starts if something is pressing on them.
If you lined up a row of exploding pressure switches so they were all pressing against each other, then only every other switch would explode, since they were processed sequentially. This should no longer be the case--they should now all explode.
Rebound Orbs should no longer explode and make sounds if they are destroyed by a level restart or level end.
If are you are partially inside a spike block when it turns solid, you should be pushed out of it.
Fixed game physics so that large enemies no longer slide downwward through 1-grid-space pillars.
Updated Spike Blocks to be more immediately responsive when changing states.
Updated hitboxes of 2x2 and 3x3 Spiketrons and hazardous Spike Blocks to be rectangular instead of circular. This should make it quite difficult (if not impossible) to Zipper in between two giant spikes that are touching each other, or to squeeze diagonally through two giant spiketrons that are touching. This change only applies to the physics of levels build in this patch and later.
Switched Spike Blocks back to "On" being hazardous, to bring them in line with other hazard items (instead of Hardlights).
Updated the Rebound Orb to use both of its face frames.
The Rebound Orb should now be properly respected by Regret Gates.
Web
Added a 20-second timeout to the Rumpus Item Syncer, so if the server hangs you won't be trapped on the main menu until the heat death of the universe while Rumpus tries to sync your profile.
File Management
Updated workshop cloud syncing to use asynchronous file operations for cross-platform use. PC users should see no difference in behavior when syncing or unsyncing cloud levels.
Workshop
You can no longer click the daily build button while the workshop cloud downloader is doing its thing.
Get ready to be astounded and thrilled by the AWESOMENESS of our community! This week GR-18 becomes a sorcerer, treasure hunter, & bomb squad expert! As always remember to click the level names to bookmark them for play later on - LET'S GO
The Treasure Hunter
In Espurrator's adventurous level Unusual Cliff Of Treasure, you get to explore secrets, dodge booby traps, and kill enemies -- all to find those precious jems.
The Levelhead Buffet
Lorenxochef2004 gives you the taste of VARIETY in The Big 50. You get to play with jems, enemies, paths, switches, and bombs. It'll taste so good you'll still want more!
In Sleepy Doof's level Boom Room, get ready to take shelter from bombs going ballistic. Keep your eye and ears open through the explosions to survive the room!
Another week done and another round of mind-boggling creativity. This week we have ballistic storms, scary monsters and the return of thieving Vacrats! As always remember to click the level names to bookmark them for play later on - LET'S GO!
Astreoid Monsters
Steek Hutsy will transport you to a monster paradise in the level Lurk In Space.... Get ready to encounter a variety of monsters as you traverse through this uniquely enchanting world.
The calm before the storm
GJGuzzmo's level Zoom Zoom Tomb starts calmly before going completely ballistic. Be ready to be chased through the maze until your heart is thudding loudly enough for everyone to hear!
The stealing saga continues
TalkGibberish continues the Vacrat thieving saga in his level Big Vacrat Theft, Episode 3. The thieving Lord Vacrat has deployed his minions to obstruct justice. Be ready to slay them and win for the good of all!
Deep purple diving
Make sure to check your scuba gear before diving in SleepyDoof's level In To The Deep. The malfunctioning gear or a timer may force you to rush up for air!
Multiple personalities
To navigate the level No Ground? No Problem!Skellythesci has you go through the multiple colorful personalities (aka power-ups) of GR-18. Enjoy the craziness!
Highlights
Levelcup # 7 - Krazy Kaizo levels voting has started. Make sure to vote for your favorite level.
Natari's 4 In A Line is a clever level, with fun possibilities in co-op.
Prepare your eyes and thumbs for a FEAST of a patch! We've got a little bit of everything this time around, from editor tweaks, to new discoverability features, and even a new biome!
Introducing: The Asteroid Tunnels!
The big news of this patch is that we have finally wrapped up production on the game's fourth biome: The ASTEROID TUNNELS!
Biomes take a lot of heavy lifting to create because they have so many different parts, including the beautiful painted backdrops by Eric Hibbeler, the glorious soundtrack by Fat Bard, and Sam's detailed tile work. The Asteroid Tunnels have been in the works for about 8 weeks, and we couldn't be happier with how it all came together!
Bonus lore tidbit! The Asteroid Tunnels is a reference to our game Flop Rocket, where the Bureau of Science was attempting to start a new space program deep inside the tunnels of a drifting purple asteroid. It was fun to reimagine what the insides of this asteroid look like up close, with all of its weird alien biology and squishy bits. We hope you like it as much as we do!
Play random stuff!
People have been asking us for a long time for some way to play random levels. Well, we recently hit the point where we could fit that feature into a patch. So put your RANDOM pants on, because the day has finally arrived!
Now when you enter the tower, you can choose whether to play the Tower Trial, go to the Library (where you can browse levels), or just play random stuff, filtered by difficulty. You can also tell the game that you don't even care what difficulty of levels you get, if you're brave.
When you choose to play random levels, the game will spawn a playlist of 10 totally random levels for you to enjoy, based on your selection criteria.
Updated editor categories!
Things have been getting a little BLOATED in the editor these days. We keep adding stuff to the game, and those items need a home. But we're reaching the point where we are just running out of room in the editor selection bar.
So we took a step back and WIGGLED some stuff around. Now, we have a whole new "Cosmetics" category, for stuff like camera and music controls! We've also got a GATES category, that's just for doors and stuff! And switches now just have their own entire section, since we've got... a trillion of those.
It'll take a little getting used to the new layout, but it makes a heck of a lot more sense once you get the hang of it!
Precision Detection!
We've all been there. You're placing a proximity switch of some kind, and all you really want to do is check whether the player is standing a little piece of terrain. But those dang proximity sensors are limited to detecting SQUARES, and so you end up with a detection range that is wildly out of control!
WELL, SAY NO MORE. We got you!
Now, you can flip proximity switches into "Rectangle Mode," and you can then customize every corner of the detection area. You can make a super long, skinny detection area that's just on the floor. You can detect whether the player is exactly standing in a doorway. You can detect WHATEVER YOU WANT! It's your level!
Show your appreciation!
Now that players can Like, Favorite, and Tip levels, and follow the creators of those levels, we wanted to bring the whole system together. When you're playing a level, we thought, you should be able to do all of these things at pretty much any time. So we updated the game's interfaces to weave these systems more deeply into the game's various UIs.
For example, now you can tip a level from anywhere just by expanding its level card!
Oh,what's that? You're already playing the level and now you want to tip it? NO PROBLEM! You can also tip the level from inside the pause menu! Or even on the ending scoreboard!
We've also got the Like, Follow, and Favorite buttons on those interfaces now too, so you should never be in a scenario where you can't show a level creator your appreciation for their great work.
GET OUTTA HERE!
Those are the BIG ONES from this patch! Now get out there, and do good for our goods. IN THE ASTEROID TUNNELS!
If you want to see more, as always, feel free to dig through the patch notes below! We'll see you next time!
You can now tip levels from within the level card itself, as well as inside the pause menu and the ending scoreboard. These interfaces show all four parts of tipping: How many exposure bucks the level has, how many exposure bucks are in your wallet, your tip amount (which you can change), and the tipping button.
Tower
You can now play random playlists in the Tower! The Tower has a new landing page, where you can choose to go to the Library, the Tower Trial, or the Random level area. You can choose to play random levels by certain difficulties, or choose "Don't Even Care" to play levels of completely random difficulty. Unbeaten levels are not included in the random playlists.
Biomes
The Asteroid Tunnels biome is now available to players!
Implemented the Fallthrough platforms for the Asteroid Tunnels biome.
Audio
Implemented the final track for the Asteroid Tunnels biome: Ambient Squelches.
Improvements
Web
Tipping notifications are now batched together when being sent. Notification batches get sent no more than every 3 minutes, but often farther apart than that -- for example, if you are replaying the same level over and over and tipping it each time you beat it, no notifications will be sent until you leave that level, and all those tips will be merged into one notification.
You must tip someone more than 20 exposure bucks in one go in order to send them a notification. If you already have a batch of tipping notifications for that person, sub-20 tips will still be added to the batch.
Added a 1-minute cooldown to exposure bucks incrementing on the pause menu.
Changed level sharecode URLs to be at "levelhead.io" instead of "lvlhd.co". Apparently, having a vowel-free URL looks suspicious to some people!
Editor
Variants of items are now always included in the Daily Build. For example, if a Key Gate is in the daily build, the Horizontal Key Gate will also be available.
Cosmetic items are now always available in the Daily Build, and they have their own category.
Further improved the visibility of the new dropdown arrows in the editor for item variants.
The Secret Eye is now part of the daily build by default. (thanks to Crushnoil Varkzapee)
Added new words to the name combobulator: Tendril, Tentacle, Squish, Squelch, Squishy, Mushroom, Spore
Added the Asteroid Tunnels to the roster of starting biomes for levels.
You can now tag your levels with "Boss", "Troll", and "Teaching". (thanks to PureKnickers)
Proximity sensor ranges can now go down to 0 and up to 20.
Package Cam, Baddie Eyeswitch, and Eye Switch now have a new toggle: "Detection Shape." By default, this is set to "Square," which is the old style of proximity detection. You can toggle this to "Rectangular," which allows you to independently change the detection distance up, down, left, and right. This allows you to create a detection area rectangle of any dimensions, with the proximity sensor located arbitrarily within the rectangle.
Added to the name combobulator: Forever, Eternity.
Implemented the context-aware terrain logic for the Asteroid Tunnels biome, to prepare it for receiving terrain tile art.
Added a new category called "Gates" which contains the four door types (and their horizontal variants), the Purge Gate, Regret Gates, and Hardlights.
Added a new category called "Cosmetic" which is just for items that change the look, feel, and sound of your level. This category now holds the Jukebox, Boombox, Arrow Holograms, Signs, Camera Anchors, ZOOM-Rs, and Seret Eyes.
The "Puzzle" category is now just called "Switches," and it only contains switches.
Editor category buttons now change color when you hover over them.
UI
Stolen shoes and stolen ribbons are now listed separately in the Notifications page, and they have unique icons from one another.
The playlist viewer now constrains the size of player names and level names, so they don't spill over so much. The layout has also been improved so things aren't overlapping generally, and lines have been added to connect level orbs to their names and authors.
You can now hit "Escape" while the random level searcher is running to cancel the search.
Updated the dropdown arrows in the Editor so they are more obvious on certain items.
Updated the editor category icons to reflect the new organization schema.
Added the Asteroid Tunnels visuals to Level Orbs when you publish, for the campaign, and when the orbs are visible in a playlist.
When you click the "Tip" button to tip a level, the button converts to a confirmation button, to avoid accidental tipping. (thanks to DUHRIZEO)
When clicking the Podcast link on the main menu, you are no longer hit with a confirmation message, to make it consistent in behavior with the other links.
You can now Like a level and Follow the level's creator from the ending scoreboard.
The pause menu now features the level icon and creator's avatar, as well as Favorite, Like, and Follow buttons.
Audio
Updated the sounds of selecting Asteroid Tunnels terrain to be gross.
Increased the volume on the Heroes Lost and Ambient Squelches tracks for the Asteroid Tunnels.
Spookstone, Rickety Wood, and Kronkrete items now all have sound effects when selected in the editor.
Gameplay
Implemented an updated system of "Coyote Inheritance." This is a system where your jump speed will be affected by the horizontal velocity of a moving object, such as a treadmill or moving platform, for a moment after your feet have left that platform,even if you have stepped onto solid ground during that time.
Baddie Eyeswitches now more aggressively detect enemies. Previously, the center pixel of the enemy's hitbox had to be inside the detection area. Now, any part of the enemy's hitbox can overlap with the detection area. Baddie Eyeswitches inside of levels built prior to this version will still use the old style of detection.
Proximity sensors now trigger instantly when they are "Locking", instead of being delayed by a couple frames.
Enemies will now always be active, rather than becoming inactive based on whether they are on-screen. Although this feature cut down on phsyics calculations, it led to differing enemy behaviors based upon aspect ratios, so someone could accidentally (or purposely) make a level that's impossible to do on different shapes of monitor. This change only affects enemies on levels built on this version or higher, so all old levels that depended upon the old functionality will be unaffected.
Nintendo Switch
Capped the frequency of files being written to disk.
When in the Editor using a Single Joy Con, you can now click the Joy Con's joystick to zoom the camera out.
Optimization
Improved tile spawning algorithm, to give a performance boost to spawning large levels that feature a lot of enclosures or context-aware tiles.
Biomes
Implemented weather effects for the Asteroid Tunnels biome.
Implemented the first round of art for the Asteroid Tunnels biome tileset.
Multiplayer
A level will now restart if you change the number of players active by connecting or disconnecting a controller. Players found it confusing that they had to manually restart a level to have their character spawn if they were joining.
Saving
Added several failsafes to save syncing and save loading to prevent data loss. Now, if your local save file is missing, the game will attempt to discern whether you have a backup save downloaded from Rumpus, and will pull from that if it exists. Where conflicts arise between save versions, the game will take whichever save file has the most playtime in it. You can also no longer access the Rumpus login menu while a save is actively being synced.
Fixes
Web
The Random Level loader should now properly display player names.
Our random level retriever was getting its random seed reset if a player had just come from the workshop, so those players would continually pull the same string of levels each time this happened. This should no longer be the case -- the Random level retriever will now use a random seed each time, resulting in different batches of levels.
The random level retriever will now properly ignore Delisted levels. (thanks to Packahonka Doordoop)
The "Legendary" achievement should now properly trigger when you beat a maximum-difficulty level in the tower (that is not your own).
Gameplay
Made locking proxmity switches backwards compatible with the timing changes in version 0.13.8.
Cromblers no longer add to your "Enemies Defeated" counter when destroyed. This change only applies to levels made in this version or higher.
The previous change that allowed for enemies to always be physics-enabled even while offscreen inadvertently caused inactive (switched off) carry items to be affected by moving platforms. This has been fixed.
Fixed some issues where inherited momentum from a treadmill or platform would continue even while you were just standing on plain ground, long after you had left the platform. (thanks to Tim Conceivable)
If you are on a Spinny Platform that is stopped at the end of a path, you will no longer incorrectly inherit the speed of the underlying path while jumping. You should now only inherit the speed of the platform. (thanks to Crushnoil Varkzapee)
Fixed a bunch of momentum inheritance issues with Spinny Platforms on paths.
If an item emerges from a Brittle Rock or Enemy or other "destroyable", and the prize item flies off a cliff, it will now respawn at the original spawn location of the thing it emerged from.
If you are in the "Coyote Jump" grace period after running off the edge of an object that you inherit momentum from (treadmill or moving platform), you will now still inherit the momentum of that thing when jumping.
If a Rift took you a very specific distance away from the center of a screen with a horizontal or vertical camera anchor active, the game would be stuck at 0% speed. This should no longer be occurring. (thanks to misshapensmiley)
Whenever a portal takes you offscreen, the camera should now always snap to its next destination without panning. (thanks to Crushnoil Varkzapee)
Fixed some issues with Rifts not properly becoming visible after emerging from an enclosure. (thanks to Crushnoil Varkzapee)
Checkpoints should now properly restore the state of Waitswitches. (thanks to Wumpybami Rampygop)
You should no longer be killed by a moving camera if it was recently attached to a camera anchor connected to a proximity sensor that you then teleported away from to a far-off distance. The camera will still pan in this case and not instantly move, because there was a camera anchor active at the time you teleported. (thanks to Crushnoil Varkzapee)
UI
Moved the drag arrow down in the pause menu if there is a tipping interface, so it feels less crowded.
Your own levels now display the tipping interface in the pause menu and scoreboard as well.
You should no longer get "double clicks" on the tip change button in the Marketing Department.
The playlist viewer should now properly show all usernames in the correct color.
When you change the UI scale in the pause menu, the new buttons along the top should all properly change size.
Fixed a circle artifact on the new "Gates" button in the editor.
If you press the random level button multiple times, the game will no longer spawn multiple random level searchers.
Some players were seeing old "Alerts" on their editor categories, as a holdover from the campaign unlock days. You should no longer see these alerts.
When you are changing a level's icon during the ending screen, the check mark should no longer look like the "Ship It" button.
Fixed an issue where, if you scrolled too fast, buttons on level cards would get clustered on the top or bottom edge of the screen.
Removed the Screenshot button from the editor on non-Desktop platforms, since users will be unable to navigate to the composite images or do anything with them.
Fixed button placement issues with the Follow, Like, and Favorite buttons on the pause menu and scoreboard if the level name or user name were egregiously long. Yes, EGREGIOUSLY.
The "Create Level" button now has the "X" button as its hotkey for gamepads, so it doesn't conflict with the page right / poage left hotkeys. (thanks to Reluna, Brainmop Wippabumble)
Added some additional messaging to the level publishing screen for certain edge cases.
Visuals
The "Weather Effects" setting now properly affects the Asteroid Tunnels weather.
Biomes
Fixed some issues with depth sorting in the Asteroid Tunnels biome. (thanks to misshapensmiley)
Actually made the Asteroid Tunnels available this time.
Nintendo Switch
Removed the "Screenshot" button from the Editor, until we can find a way to make use of the file it generates.
Fixed issues with being unable to scroll in various interfaces using split Joy Cons.
Fixed some issues in the Editor with certain button hotkeys interacting weirdly with split Joy Cons.
Fixed an issue with the tabs changing in the Profile page when you tried to scroll using a split Joy Con.
Removed Thingamabob, the Bscotch Community Robot, from the main menu, since we cannot link out to a browser.
Fixed an issue where, while editing a level using the touchscreen and dragging to place items, it would cause the first item in the row to not be placed.
Fixed an issue where pressing "B" to exit the Campaign screen would cause you to enter the level you were sitting at and exit the campaign, which is a bad combination of events.
Removed the "Paste" button from the lookup page on the Switch, and removed the "copy" functions on clicking certain items in the interface such as share codes, since we do not have access to the clipboard via Game Maker (currently).
Optimization
The main menu no longer reloads the shapes of the buttons from the game's directory every time you visit it. It wasn't hurting anything, but it CERTAINLY WASN'T HELPING!
Mac
Mac is now always in Fullscreen mode, due to engine misbehaviors when toggling screen modes.
Fixed some compatibility issues with Mac OS.
Audio
Waitswitches should now properly mute all of their sounds when they are muted or invisible. (thanks to Quickcloud Pangzow)
Campaign
The camera will no longer draw black bars on the campaign screen if you recently played in a level that had a horizontal boundary. (thanks to Craampie Tindonk)
Crash
Fixed a crash in the workshop.
Workshop
Added the horizontal Powered Gate to the default list of Daily Build items.