Environment Rework, New Mechanics and Features
Ball Physics & Attributes: Ball types now have their own distinct attributes: Weight, bounciness, and push strength. Previously, bounciness and push strength weren't separate calculations, and weight wasn't even taken into account. Now, some balls will have a bit more "pop" than others. These differences are subtle and won't drastically change the game's core flow; every ball can still reach the same areas. Generally, if a ball has lower bounciness, I’ve given it higher push strength to compensate.
Ball Selection Menu: A new selection screen and a dedicated key have been added so you can choose your ball type on the fly.

Customizable Controls: Customizable controls are finally here! You’re no longer forced to use the control scheme I picked for you.
The Grab Mechanic & Buttons: I’ve added a grab feature, which changed how door buttons work. Buttons no longer stay active once pressed; they now require constant weight. You’ll need to use the grab mechanic to find and place objects on them to keep those doors open.

Grabbable Object Dispenser: I added a pipe that spawns grabbable objects when you hit a button. Unfortunately, you can’t spawn an infinite army of objects; from both a performance and game design standpoint, spawning unlimited items is generally a bad idea.

Zero-Gravity Zones: This was a feature in the early prototype that I initially removed because it wasn't working well enough. It’s back now, and it actually works properly this time!

Breakable Things: Some floors are now destructible. The system works in two stages: first, the object takes damage, then it breaks. However, if you hit it hard enough from the start, it’ll shatter instantly.
Power-Up Redesign: Power-ups have been redesigned to be more visible within the environment. (And no, it’s not a The Sims reference. Just a simple, functional shape.)

Ball Unlokcer: You’ll have to work for those ball types! They won’t be unlocked from the start. You’ll need to find these power-up-like items hidden across the map. Each one will randomly unlock one of the ball types you haven't collected yet.

The Phone Puzzle: Added a puzzle where you’ll need to dial a randomly generated phone number.

Environment Rework: The environment is now much more diverse and detailed. I’ve implemented a system that swaps the background and scenery, especially when the player isn’t looking into the distance. It’s a purely visual system that doesn’t affect the level design or playable areas, but I think the difference in atmosphere is noticeable.

Level Design Tweaks: With all these new mechanics, I’ve made some small tweaks to the level design to make sure everything works together. I’ve added small secret spots and mini-parkour challenges throughout the map.
Sounds: New sounds have been added, and some existing ones have been reworked. The newly added feedback sounds should help you get a better sense of what’s happening during gameplay.
Optimization: I’ve realized I made some questionable technical decisions early on. I’ve finally gone back and fixed them. Static objects now load and render much more efficiently. I also did a major overhaul of the lighting; not only does it look much better now, but I’ve also repositioned and optimized the lights to make sure they're hitting the right spots without killing performance.
