Source: Steam Community (opens in a new tab)
Changelog
Major Changes
- Cloak's Terminal Velocity has been lowered by almost half. This will cause Cloak to stop increasing speed as they fall after a few seconds, leading to a slower overall fall speed over time.
- Adjusted the sprite position for certain ascending/descending sprites on Cloak to make them line up better with their actual hitbox. This should help make things feel more visually consistent.
- All Crumble Bricks now have their terrain hitbox removed a bit earlier, to match the visuals of the brick being mostly gone. Feels better to me... how's it feel to you?
Minor Changes
- Various controller button names have been replaced with shorter ones. (e.g. "Left/Right Trigger" is now "LT" and "RT" respectively.
- Removed the obscuring of non-unlocked level names. Seems pointless.
- Box tiles in the dungeon area are now much brighter, helping them appear as terrain instead of appearing to be background.
- Can now use Left/Right for all diagonal menu controls as well as Up/Down.
Map Changes
Dash The Gap
- Moved the gem in an effort to prevent new players from accidentally touching the door when failing to reach it. As a bonus, it's now set above the enemy you dash into, which I'm hoping will help teach players that you bounce straight upward on enemies if you aren't pressing Forward.
Snatch The Key!
- Moved the gem in an effort to prevent new players from accidentally touching the door when failing to reach it. Placed in a position where the key's double jump will help you get it, but left a little ledge so newer players can still reach it without the double jump.
The Box Hop
- Removed the point orb above the 2nd gooncopter. Seems gratuitous.
- Lowered the 2nd gem to have players (hopefully) dash into the 2nd gooncopter.
- Added diagonal spikes to make things look better.
Cross Stitch
- Cleaned up the spikes a bit.
Unstable Ceiling
- Moved some of the point orbs around to make things a bit easier for the player.
- Moved the Massive point orb in the top right down a bit to prevent players from being able to go through it. (Yes, that means you Kadef...) That said, I kept the ability to slip it underneath the bottom point orb. I figure it's hard enough to do.
The Floor Is Lava
- Expanded the gap of the point orbs at the start.
- Added some diagonal spikes.
Dodge and Dig (Formerly Dig Around)
- This map is largely just unliked. I've modified the level to intead be based on arrow dodging while needing to trigger a single crumble block.
Spiky Fists
- Cleaned up the spikes a bit around the map.
- Added a spring to the middle area, instead of having the player climb up spikes.
New Security Measures
- Slightly lowered the rate of fire for some arrow traps.
In A Daze
- Replaced the bottom part. Wasn't liking the janky feeling of hitting your head and trying to get across. Now it's more about getting across spike gaps.
Right Above Your Nose
- Slightly lowered the fire rate of all the arrow traps.
- Shifted the springs on the upper right down a slight bit, allowing them to be reachable immediatly after getting the gem in the arrow traps.
The Guard Dogs
- Reworked slightly to allow players to destroy the Shieldfaces along the way. The idea is to let players choose between fighting them ahead of time, or fighting them now.
- Removed the patrooligans at the top area to reduce the chaos a bit.
The Spike Pits
- Slightly lowered the fire rate on the bottom arrow traps.
Stairway To Riches
- Removed two of the gems, making it easier to 100% this one.
Air Traffic Control
- Widened the gap of the point orbs a bit. Should make it easier to do the 100% path.
- Raised the back end patrooligan to make it easier to reach the upper patrooligans.
- Some cosmetic changes to the spikes below.
Shieldface On Patrol
- Heavily redesigned the top right area to add a bit more to the level. Can no longer go straight to the exit door, must go underground now.
- Modified the bottom area to be a bit less cramped.
Over The Hump
- Raised the floor a bit so you can get up the first hump without needing to get up the first tile.
- Removed the spikes that are no longer needed.
Bridge of Goon
- Raised the ceiling above the the bridge a bit.
Shieldface Gorge
- Extended the edges of the "safe zone" a bit to help encourage players to dash into it instead of jumping into it.
- Replaced the Point Orbs above the safe zone with spikes.
- Slightly moved the spring over to the left a bit to let the Shieldfaces make it over the new spikes.
Hallway of Arrows
- Opened up the right side a bit more for the spring up.
The Second Time Around
- Made the ceiling a bit heigher above the key.
- Tightened up the space you fall to reach the gems, ensuring while you fall you'll get the gems.
Boxed In
- Removed the gooncopter, it's no longer needed.
- Modified the right side of the map to no longer have crumble bricks, instead put a small point orb in the middle of one of the blocks that must be avoid on the way down.
- Slightly shifted the Shieldface at the end to the left, giving the player more room to slip through them if they wish.
- Shifted the point orbs to help the player a bit.
Over Your Head
- Basically a full redesign.
- Note: Will probably rename this level in the near future, since the name doesn't make sense anymore...
Somewhere Above The Rainbow
- Moved the lower key up a bit.
- Added an extra gooncopter on the right side.
- Made the upper key area a bit larger.
The Under Over
- Cleaned up the spikes quite a bit.
- Removed one of the gems on the left side.
- Removed one of the gooncopters that helps you get to the gems at the start.
- Shifted the gooncopters in the upper area to make it easier to chain them.
The Over Under
- Opened up the gaps in the small point orbs.
Excel-eration
- Some cosmetic changes to spikes.
The Key Alcove
- Modified the upper area to be fully spike based instead of Point Orbs.
- Greatly opened the upper area up.
Tight Corridors
- Modified the final gooncopter stomp section to give you much more space to play with, and to prevent you from hitting the ceiling spikes.
Perilous Pits
- Made the pit on the right lower.
- Reshaped the upper area to not require the dash grace mechanic to get in there.
- Placed the upper arrow shooters on the right side and set them to fire at the same time.
Pillars of the Community
- Heavily modified the pathing to be a bit easier.
- Less spikes in some areas.
- Removed some no longer needed Gooncopters.
- Added an extra Gooncopter to the right side.
Gnats in the Garden
- Tons of changes to help widen everything and make it a fair bit easier.
All Roads Lead To Treasure
- Reworked the bottom area a bit.
- Slowed the arrow rates.
Bridge of Keys
- Raised the ceilings a bit along the "bridge".
- Lowered the fire rate on the arrows just a bit.
Hallway of Arrows
- Opened up the right side a bit more for the spring up.
- Added a slight delay to the arrows shooting at the start, giving the player a bit of time to drop down safely at the start.
- Added another tile of open space after the dash at the end 100% route.
Fly to the Finish
- Made the starting platform solid, giving players to evaluate the situation.
- Shifted the small point orb above the lowest key up a bit to make it a bit easier to grab.
- Shifted the small point orb on the top right down a bit to make getting the gem a bit easier.
Soaring Past the Spikes
- Removed most of the arrow traps. It felt too hard to time, and not fun. Instead I've replaced the challenge with point orbs above the keys, making climbing a bit trickier.
- Placed the arrow traps on the right side above pointing down at the gem instead.
Valley of Thorns
- Made the 100% route much wider.
Order of Operations
- Replaced some of the Massive Point Orbs with Large Ones.
- Cleaned up the spikes a bit.
- Lowered the hump at the end that leads to the door.
Boxed Out
- Complete rework of the bottom area.
- Removed the spikes on the ceilings of the middle area.
Ruler of the Mountain
- Modified the lower area to be easier to get out of/into.
- Removed the arrow trap from the top right.
- Added more thorns all over the place.
Bug Fixes
- MAJOR: Fixed bug in Marathon mode that would hard lock the game if you tried to go to Next Chapter despite there not being one to go to. (Thanks Amber!)
- MAJOR: Fixed bug where Marathon stats would not update the proper chapter you're on if "Next Chapter" was chosen.