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hey researchers!
nextfest will soon be upon us, so it was time to give this old demo a little bit of dusting!
i've revisited the demo and made a few tweaks that I think should help make it more interesting and keep the puzzle focus, plus some general tweaks to the "boss" - main change is that to use the escape door slots you need to add, activate, and connect 3 different yellow power rooms. Activating all three will let you then use the escape option in any door as usual.
there's also now a leaderboard - sadly demos are not allowed a leaderboard page like normal games, but you'll be able to see the 10 ten scores after you beat the game, so now you can prove your status as employee of the year!
glhf!
~ ell
=[ changed ]=
- scores are now saved to a leaderboard, shown at victory
- yellow rooms are now power rooms, connect 3 to proceed
- minibosses will spawn in yellow rooms, be sure you're ready!
- minibosses will grant a green treasure card on defeat
- having powered rooms on your network gives some new benefits to help you
- shops are now found in blue safe rooms, but now require power to be active
- green rooms are now treasure rooms, same function as before
- you can now access the keycard index with [H], which explains the different cards
- increased knockback and impact on enemies
- added freeze barrels that will slow nearby enemies when exploded
- equipping an upgrade of the same weapon will auto-scrap the old one
- reduced elevator room time to 1:30 instead of 2:00
- reduced tentacle spawn rate in elevator room
- removed some of the more "holey" room layouts
- added various scenery objects and a couple of "posters"
=[ fixed ]=
- fixed some notices dismissing even though they're still needed
- fixed the visual glitch with the final elevator (missing floor)
- fixed the sound button not toggling during first few seconds of a new run
- fixed hitboxes on a couple of enemy attacks
- fixed enemies spawning in walls (maybe?)
