
Thanks for all your feedback! We've listened, adjusted and fixed some things in this patch release. Here are the details.
General Changes
The main characters in the main menu are now more animated.
The Level Complete screen now scales better with wider screen resolutions.
Boss Keys have an even greater glow to them.
Charger enemies (rolling bugs) now have a new sound effect when knocked out.
Gameplay Changes
The camera now slightly tracks Boss Keys.
Bugfixes
Returning to the main menu and then going back to Co-op with a controller should no longer force you to click the “Let’s Go” button with a mouse to continue.
Pearl indicators next to level names should no longer be displayed above other UI elements.
Unlocking a Challenge Level now plays a sound effect as intended.
Jumping off a cliff with an inactivatable Cloud powerup no longer crashes the game.
Colliding with yourself while sitting on a wall with the Spike Shoes powerup and dying as a result no longer changes the powerups on one of the characters.
Steam Vents and Stovetops now pause with the rest of the game when a level is completed.
World 1
Around the Bend
Altered geometry of a cliff to prevent players getting stuck in a strange fashion
The Chase
Altered geometry of several cliffs to prevent players getting stuck
Land Before Swine
Slightly altered the geometry of the cliff next to the sleeping swine to be diagonal.
Replaced the broken platform in front of the Cage with a regular dirt platform.
Spikeridge Pathway
Tweaked spike placement to lessen frustration
A Cloud Away
Changed the geometry of the walls at the end of Checkpoint 2’s platform to avoid players potentially getting stuck in a corner.
Destructive Learnings
Made the segment after Checkpoint 3 slightly easier to do by increasing the size of the middle platform.
Removed the spike pillar to the left of Checkpoint 5.
Dodge, Dip, and Dive
Changed the ground underneath the cannons next to the last Checkpoint to remove a way to cheese the segment (sorry).
A Quest to Fetch
Fixed an issue where players could get stuck on a mountain during the ending destruction frenzy.
The Cloudy Cove
Smoothed out some cliffs to decrease chances of getting stuck
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World 2
Old Mine Bog
Removed the mine at the very start of the level.
Changed the position of the Checkpoint 3 Platform to avoid an instant death if you spin clockwise and don’t adjust your arm after respawning.
Unidentified Flying Object
Fixed the shadow of some walls not displaying correctly.
Spikebark Woods
Removed some of the wall to the left of Checkpoint 1.
Improved clarity for the intended path to minimize confusion
Made several sections less cramped and narrow
Spikebark Treetops
Adjusted geometry of the cliff after getting the powerup to decrease the chance of players getting stuck on it.
Hunter’s Lair (Boss Fight)
Removed some of the “doorway” walls between rooms.
Widened some of the Falling platforms in the first segment.
Moved two of the mines, and added more platforms to stand on, in the segment after the first Checkpoint to make it easier.
World 3
Chill Step Mountain
Filled in a hole next to Checkpoint 3.
The Fire Wisps Awaken
Moved the starting position back a little so that the timing with the first Fireball lines up better.
Steamy Sanctuary
Added a checkpoint earlier in the level.
A Far Stretch
Made the segment after Checkpoint 2 easier by giving the player more time to spin between platforms.
In The Chamber
Changed the placement of the small platform next to the Spike shoe powerup to make the segment flow smoother.
Replaced one of the broken wood platforms with a wall to make it clearer which character should be standing on which platform. And to make it easier to plan for the next segment.
Into The Fire
Made the Cannon + Steam Vent segment after Checkpoint 4 significantly easier.
Fire & Ice
Adjusted the walls around every Checkpoint to help in getting the correct sliding direction for the upcoming segment.
Removed excess walls to increase loading time.
Bug Haven Cliffs
Fixed some of the water in the first water pool not extending all the way to the wall.
Moved the Pearl collectable to a more interesting (and more difficult to reach) spot.
The Great Tullinge Lake
Fixed some of the walls at the end of the level not colliding with the player’s arms.
Filled some of the holes with water.
Cold Feet (Boss Fight)
The Spike powerup can no longer be picked up while it is flying away from the player.
Sub Zero Finals
Now has the correct name on the in-level nameplate.
World 4
Unravel The system
Changed the starting position of the mechanical platform next to Checkpoint 3 so that it is easier to reach if the previous mechanical platform of the same color wasn’t moved all the way.
Club Hopping
Added a missing Pearl collectable.
Trip Through The Zoo
Fixed the shadow of some walls not displaying correctly.
Conveyor Belt Sushi
Added tablecloths to table platforms.
Eight Star Kitchen (Boss Fight)
Fixed the shadow of some walls not displaying correctly.
Added tablecloths to table platforms.
