List of changes since September 2022:
- "auto teleport" is replaced with "auto retrieve"
- This happens whenever the throw timer runs out
- This will help with player control but at the cost of recovery which makes you more vulnerable
- I am currently working on smoother action animations to give a more "fluid" movement control.
- A Puzzle "switch" has been added to the "Beta" Bosses
- this puzzle mechanic is optional but will make the boss easier (if you can figure it out)
- this is one of the examples of how "education-ish" concepts will be designed into gameplay (I can't wait to get playtesters on this :) All bosses will have a "puzzle" to them but will remain challenging regardless.
- New platform obstacles # sorry I know I haven't posted much but I am trying to prioritize game development over vlogs.
- purple box - can only be destroyed by the purple power-up
- green box - will insta-kill you if you touch it whether it's your head or body. (this will introduce one of the few ways your head can be destroyed) green head power-up is immune of course.
- red box - explosives that does not damage you if you have the red head power-up.
- "red head" power-up now creates mini-explosions to make easy of clearing out crates or enemies.
- "purple head' power-up will now pass through enemies and crates that are not purple without losing momentum
- The green hazard no longer damages you unless you get stuck in it.
- it also forces you to teleport if you walk through it
- Steam capsule Art coming soon!
Vague Milestones to complete:
- Level Design of all existing mechanics.
- Replayability
- potentially 4 new enemies
- Lambda Bosses 3x
- Beta Bosses 2x more
- Delta Bosses 3x
- Theta Bosses 3x
- Launch ;)

