- Added interior of blue castle - Added first part of new Region - Added new beam mechanism for new puzzle type - Holy hall puzzle tweaked - Fixed speech bubble arrow visual problem - Countdown button reworked - Fix castle bridge fake solutions - Fixed problem with unlimited groupies - Fixed timing of "oops"-guy - Added force cube snapping point for puzzle in front of facility - Added hinting coins inside of facility - Fixed red king text problem - Added 2 more save slots (5 now) - Improved use-cursor hand symbol - Fixed ball exploit that let you get on top of everything - Added loading screen when clicking loading game slot - Made gardener NPCs static instead of roaming - Fixed mouse showing too early when starting the game - Lots of small changes everywhere
- Added intro logos when starting the game - Added main menu - Added save slot system (old savegames are automatically on slot 1) - Playtime will now be recorded but old savegames are at zero - New much prettier speechbubbles - Added a new fast travel pipe in the purple crystal town (removed the jumppad system instead). - Made options window bigger so you don't need to scroll - Fixed enemy healthbar problems - Added checkpoint when entering castle area of blue ville to prevent loading bug - Fixed that you can get the stomp the wrong way - Reworded JesusChristSuperstar-Achievement text to give a better hint - Added another hint for shooting purple projectiles - Added more checks for the chapel puzzle, to make sure the NPC stops reacting - Fixed small bugs in NPC AI - Made Rattle Hag boss easier to beat (less health, less projectiles, less stomping, slower...) - Fixed, that the purple crystal town color machine has no activated barrel after loading - Added Assemble Entertainment and Supra Games to credits displays during tutorial - Added more health to 2nd skeleton in tutorial - Misc small fixes
- Fixed that the gun's altfire gets stuck on dead (invisible) enemies - Fixed health bar behaviour for dying enemies - Doubled default stomp damage from 25 to 50 - Added NPC comment when you put a ring onto Mr. Miracles head - Fixed chapel guy text disappearing when you are too far away - Added fallback solution to ensure, that the guy, who tries to get into the chapel, won't stop reacting to you going to the door - Remove more Hint-NPC-Guys when their puzzle is solved - Added fallback solution incase your mom for some unknown reason doesn't walk to the 2nd desert gate where she asks you to shoot the button - Changed button position and mechanism to open secret door in 2nd shield region area - Small improvements
- When you get into the red crystal tower region your quest now changes to "Get to the top of the crystal tower" because it was not clear enough for everyone, what they had to do - Added a few more "Blue Ville" signs when you return from carrot town; some get lost there - Fixed that the ballista puzzle near the red crystal wasn't working anymore - Removed the button that opens the door between the 2 shield generator regions, so you are now forced to find and learn the stomp ability to get out again - Improved the mechanic of spawning the force cube below you; it kicks you slightly higher now, so the cube has enough space to spawn and it won't slip to the side. At the same time it removes one of your multijumps - Fixed problem that some NPCs with hats on would not be able to walk; their own hat was blocking them, lol - Fixed problem in quest text animation with too long texts overlapping the "!" graphic - Fixed, that destroyed wood graves would still get a shield from the generator - Fixed, that the wooden winch would still get highlighed when you hover it, even though it cannot be used anymore. - Fixed, that jumppads would kick gun projectiles even though the jumppad was turned off - Lots of small details
- 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