- Added new healthbar for enemies and improved the rising number (only shows if you have the Enemy Healthbar upgrade, which replaces the "rising number" one. - Fixed archers getting frozen sometimes - Improved gun ammo bar - Fixed that the pipe behind the locker room cannot be turned - Fixed that gun altfire was applied twice to enemies - Added animation when you get a new main quest (top right corner in hud) - Made prettier animation for finding secret area, when picking up a new upgrade and a hero souvenir. - Small other changes
- Reworked the shield-generator-region; made the progression more linear and less confusing - Replaced puzzle where you had to place a forcecube onto a button while midair with another puzzle - Added another puzzle behind the locker room building - Added more signs telling you where the main objective is - Added "Full!" animation when you try to pickup coins but your wallet is at maximum capacity already - The awesome meter will no longer drop when you die, because in the near future it will be a necessary value, so I can't let it drop too low and with that prevent progression - Fixed sponge being too heavy to pull it with the force beam once it was filled with liquid; hence you were not able to get the strength upgrade - Fixed that carrot-removal wasn't saved - Improved CPU usage performance; lots of things were calculated even though you were very far away from them - Potentially improved GPU usage - Improved lots of small things
Please tell me in the comments if the FPS improved for you or not! I really want to know.
Pretty much every single player keeps getting confused in the shield generator region. I finally have enough of it and I'm now changing how all of this works. I give way too many options that totally distract players from the main objective (the door that is opened by the big purple button at the tree).
If you look closely in the image above, you can see the new wall and door on the left in the back. You will not be able to get into the area in the back at first (the area where you get the stomp ability etc). Only once you solve the first smaller region, the new region will open up and be completely optional.
I am also getting rid of the puzzle where you have to place a cube onto a button midair. Especially with a gamepad it's super hard to do and really frustrating. I am replacing that puzzle with the one that is already used shortly after that, in an optional space near the Supraball pitch, where you have to use a secret mechanic of the graves. Hardly anyone knows this one. So this mechanic will now be mandatory and receive proper hints. It's also too much fun to be super secret.
- Made speech bubbles prettier (animation, arrow on talkers head...) - Fixed that the kings first order to the player is only shown for 4 seconds, too short to read - Fixed hint guy next to facility having no text in speech bubble - Fixed seasaw in facility getting stuck at roof - Added Supra Games logo to menu screen - Reworked background blurring during menu screen - Respawning nom-nom-flies next to carrot field instead of inside the carrot field, because that was confusing to some people - Fixed that invisible NPCs (for technical reasons some are invisible at times...) would turn the crosshair into a hand and the player would get stuck at them - Made speechbubbles disappear when you are 8+ meters away from NPC
- Blocked off the upper path between desert1 and desert2 to enforce that you open the door between them; otherwise the progression of your mom waiting at the door would get mixed up - Fixed that your mom would never leave Red Town if you leave before she reaches the Red Town gate - Improved visually how projectiles and the force cube disappear in a pipe - Error sound for not being able to pickup health now only plays when you "use" it, not when you touch it - Added 1 new achievement - Hiding crosshair at the start of the game until you leave your home and during the transition after the end of the tutorial - Fixed that the not yet found souvenirs in your shelf at home would switch your crosshair to a hand when you hovered over them - Added additional puzzle in locker room to make sure the player really understands the combo - Prevented another "out of bounds" in Red Town above the color machine
This update improves the early game experience and improves lots of details all over the place.
- Fixed out of bounds opportunity in Blue Ville - Removed error sound when you can't pick up health because your health is full - Force player to look at explosion of first small volcano after getting the gun; people often missed the mini-boss spawning - Force player to see turning of jumppad in shield generator region after stomping blue button; it was totally unclear what the button did - I made a technical change to the saving of the status of a kind of trigger I'm using while creating events; this might have unforeseen consequences for savegames older than this version, so that some triggers might not work and some that were already triggered will trigger again - Added shortcut pipe in shield generator region so it's easier to travel from one end to the other - Preventing player from spawning a force cube in the chapel while the door is open - Added use button tutorial to the first few chests in the game; some didn't know they had to be used and smashed them with a sword instead - Made it clearer in NPC texts that barrels contain upgrades and should be brought to the shop; some people had no clue - Added shortcut jumppad where you need to triple jump from pipe to pipe, incase you fall down - Added "..." overlay while the screen turns black after you discover the blue guys destroying the pipe at the end of the tutorial - Many small changes
- Added snapping points for the force cube, so it will snap into the right position in certain situations (on buttons etc.) - Changed green pipe in Red Town - you can now walk into it horizontally if you are in the catacombs; many people didn't realise they can get up by jumping upwards into the pipe, so they thought they were stuck there - The buttons of a tutorial display will now update immediately if you change the keys while they are activated - Fixed Valves still getting highlighted even though they cannot be used anymore - Guy that hints towards the double jump barrel will now be removed once he is useless - Force Cube tutorial wizard likewise - Fixed shoot button still glowing after it was deactivated - Big boy now watching first scene of the gameplay - Fixed big crystals being movable sometimes; they are now static - Added more carrots to carrot town for puzzle purposes - Fixed mom behaving wrong if you didn't open gate to desert2 before opening gate to desert3
- Drastically reduced amount and frequency of spawned enemies (about half) - Fixed sword arm staying up after switching to gun - Fixed Mom getting stuck on cactuses or disappearing while progressing towards Blue Ville - Making it easier to aquire the double jump barrel even if the cube is not perfectly placed - Removed barrel from coloring machine in Red Town; people confused it with golden barrels - Removed explosion effect from respawning barrel because people thought they could blow something up with it - Little skeleton enemy less fast - Swapped "see damage done" and "health regeneration ceiling +5" upgrade chests - Texts by king during tutorial stay longer - Fixed enemies getting stuck on cactuses
- I noticed that when the force cube tutorial tells people to spawn the cube under their feet, they don't look down 90° but more like 70°. Which is not enough for the lifting to work. In the tutorial I now snap the view down automatically when you look downwards. - Prevented out of bounds situation in red town - Made Mr Miracle grey stone; its color was a bit confusing in regards to what the characters talk about - Made rank plate more visible - Added hole for ForceCube barrel to fall into, so it won't roll away after being catapulted by the jumppad
I fixed lots of minor things for this update. Especially the early game balance was overhauled to make it a little easier for beginners.
- Can now get the force cube barrel without owning the speedx2 upgrade; then it's also possible to get the double jump without having the speed upgrade - Fixed jumppad throwing you out of the world when kicked against a carrot - Fixed way to get out of bounds - Made Rattle Hag boss easier to beat (slower, less health...) - Fixed lots of small things - Fixed Force Cube button tutorial being misplaced after shop was moved in previous update - Improved sponge functionality (gets heavier when full of liquid; also fills up with color machines) - Improved force cube tutorial - Fixed being able to get more than max coins when you pick them up very quickly - Changed default gamepad setting to have forcecube on LeftShoulder (LB) instead of Y - Fixed problem with respawning the double jump barrel - Changed coin locations in early game to lure players where I want them to go ;) - Fixed door before red crystal region being closed after loading the game - Lots of small changes