Hello! I've just updated the build with a few more bug fixes and QoL improvements. Here are the main things:
- I fixed a number of potential soft-locks and sequence breaks to do with teleporting to blocks you shouldn't be able to teleport to, or not being able to teleport back to blocks you just teleported to.
- Fixed an issue some players were getting where the footstep sounds would play rapidly when going down slopes or stairs. This was actually caused by the fact that while the Option menu was reporting the FPS as 120 by default, it was actually being set to unlocked. Because my slope-handling code is a bit weird and framerate-dependent, you could get stuck on tiny changes in height at high enough framerates, and going down slopes it would think you were continually walking off a ledge and landing, hence the footstep spamming.
- Even though neither of the above issues occur at 120fps, I've put a fix in for them anyway, just in case.
- I also noticed that it was possible to get stuck in one particular wall at the start of the Abyss section. Again, this was framerate-dependent, but I've fixed it. I've also made the game check whether you're inside collision when loading a save, and if you are it should find a safe space for you.
- I put a second switch to open the door at the top of the Abyss, because it was possible (albeit fairly illogical) to close it after you'd pulled the block out, and then use the block to jump over the door and get stuck on the other side.
- Added some secret things.
With that, I'm most of the way towards getting everything I wanted into the game. I've got a few more features I want to implement (a checkpoint system, and a different title screen for when you complete the game), and a few more bug fixes (plus whatever else I find in the meantime), but that's pretty much it! Thanks for sticking with me over the past month and a bit. I realise that the game was a bit messy when it launched, but I'm happy with how far it's come.