
Level 4:
- Now a small red area appears in front of the small saw, telling you what trajectory the saw is on and how close it is. Now it is possible to pass this level =)
- Staying on the sides of the level for longer than 1 second causes the standing still scale to go up to the maximum. Now you have even less reason to run away from the saw in the center.
- In the center part of the level, several wall platforms have been added for convenience, touching them throws the player upwards.
Optimization:
- Object Pooling has now been implemented for all crosses in the game, which balances and reduces CPU load.

Visual:
- Added or updated lighting on some levels.
- Added glow for all explosions in the game. Can be turned off in the settings.
- Added small visual details to level 3.
Bugs:
- Fixed some bugs in level 8 segments.
- Fixed unexpected explosions of a tossing large machine on level 6.
- Fixed a bug at the beginning of level 9 where medieval cannons appeared instead of the common crosses.
- Fixed interface issues on level 7 or with the “film” effect enabled.
Other:
- The lodge on level 5 has more space on the level and is easier to move around in.
- The enhanced third cross (glitchy) has been redesigned. Its main feature remains - it is harmless and cannot kill the player by itself. It creates a lot of fake crosses that clog the screen and confuse the player. The crosses it creates have been changed, as well as its appearance and lifecycle.
A bit about development:
The current, updated lighting was added while experimenting with shaders. Before that, the lighting in the game was implemented in a very strange way - through particles that simulated rays. Now it is replaced by a simpler, but beautiful - sprites of light with the mode of overlay “Add”. It also allowed to add lighting where it was not before, for example, lava on maps of level 8 and 9, and explosions, of course. Although in the current update shaders did not get, I will consider adding them in the future, at least as an experimental feature.
