Some more enhancements, fixes, and polish to help Cyberpulse run smoothly for all:
Rebalancing
- The following levels have had their score targets reduced to aid campaign progression:Apogee III, Boolean, Clash II, Rebound, Riposte, Starfall, and Trifurcation.
- Co-op now has a 1% higher camera, 1% more edge padding, and 1% larger player circles for ease of play.
- Byte pickup flash dimmed by 10% to improve gameplay readability.
QoL Improvements
- The cursor now locks to the window if you are playing with keyboard but is free to move when using a controller to work nicely with other apps.
- The controls menus now shows all button choices for actions that have multiple choices, like how dash can be activated with either trigger.
- Rewired, the game’s input system, has been updated to its most recent version to future-proof input issues.
- On Survival levels in the world map, an ability must be equipped first before scrolling leaderboard pages to avoid sound effect clash.
- The lowest two qualities now have lower mipmap limits to help performance on older hardware.
- The desktop shortcut icon on Windows now has the correct resolution.
- The app icon and name now displays accurately on the dock in MacOS.
Bugfixes
- Green jelly enemies can no longer get stuck in tight corners.
- Permanently fixed floating-point issues on certain versions of Linux that would subtly interfere with enemy movement.
- The resolution setting in graphics now always displays the current resolution even if it is at a value that Unity can’t set.
- A few of the large enemies have had their velocity trail particles fixed.
- The story message for the spark collector has a small rewording for better visual spacing.
I also made a small Discord server—feel free to join if you'd like to chat about the game. Thank you for the interest and for playing Cyberpulse!