After another successful round of first-time playtester feedback, I have a wave of changes aimed at fixing a few problems, refining gameplay, and continuing to cook with the item pool.
I'm nearing the point where I crawl into my cave and grind out the remaining content for the game. The Steam page will go up next week with a new trailer and possibly a "Request Playtest" button.
For now, if you have feedback, feel free to leave it in the edit's games Discord!
GLHF
- edit
Gameplay
Reworked the pass-through-from-below feature to apply universally to props. From below, the player phases through ledges, torches, and all other props, while enemies collide with them normally
Base jump height (and therefore also stomp bounce height) raised slightly
You can now hold R to restart while gameplay is paused, like on the pause menu or during the 3-item draft
Tips now have a defined order and are unlockable. Each death permanently unlocks the next tip, and you can review all the tips you've unlocked from the game over tombstone
Stages
Pots now spawn on some ledges in The Depths and Tomb
The ring of torches between stages now have cages on each torch, preventing them from dealing fire damage
Torch walls no longer spawn in The Depths
Enemy formations are less likely to spawn stacked with 1 type of enemy
The treasure room bars no longer let you stand on top of the lock
Added some pots to treasure rooms
Items
New
Overcharge
Masonry
Coup de Grace
Trampoline
Removed
Anchor
Paper Jam
Changed
Items that used to require landing to recharge now have purely time-based cooldowns
Broken Jetpack now adds to your speed if you're traveling upwards (it used to slow you down in certain cases)
Passive buff items no longer pulse their icons in the HUD
Shuffled around a bunch of items' tiers, impacting where they can be collected
Edited some of item descriptions to make them as clear and concise as possible
Enemies
Tweaks to the Pokey fight
Overseer's summon waves now guarantee a mix of enemy types
Exploding a Spikeball while it is charging now causes it to attack in the direction it was blasted in
Spikeball's attack trajectory can now be altered by an explosion mid-charge
Sound
Mix pass across the music tracks
Re-ordered which tracks play on which stage
Removed the upward launch musical stab from tracks where it was present
UI & feedback
The crosshair now visualizes the cooldown of your rocket launcher
The treasure unlock animation is faster, and the lock, key and bars now disappear seamlessly
Reduced the font size on the stage name reveal text
Moved the "Go to game" button on the analytics consent screen up, since I noticed the Steam overlay popup can cover it
Moved the prompt to hold R to restart off of the tutorial plaque and into the top-right of the pause menu
Art & VFX
New asset: pots
Gave a proper texture to the tombstone
Replaced the placeholder capsule with a glowing silhouette of the boss you're about to fight
Added some sway to the rocket launcher based on your camera motion and velocity
Added shaking to the rocket launcher when falling at terminal velocity
Speed lines and wind require slightly more speed to trigger now
Speed lines and wind now cut out more suddenly when slamming the ground
Added a fun visual effect to Overcharge
Under the hood
Switched the build to use IL2CPP
Bugs
Fixed
Fixed (I hope!) a case where the player could glitch into a locked treasure room and get stuck
Trigger volumes like the boss fight trigger and the new stage trigger no longer block rockets
Rear View Mirror no longer has post-processing applied twice, so the view isn't unintentionally dark
Boss fight music loops properly now
Fixed invisible HUD element blocking some hover effects
Explosions no longer deal duplicate damage when an entity has more than one collider attached. This was causing Die() to run twice on torches, rolling their drop pool TWICE! whoops
Ambient sounds like lava, torches, and wind no longer break for the session after you open the pause menu
Fixed a case where a Spikeball could be aggro on you as soon as the grate for a new stage opens- apparently the fix didn't fully work
Known
Spikeball can be aggro on you as soon as the grate for a new stage opens
Weird hitch between runs
Lack of i-frames makes Spikeball susceptible to glitchy spam damage
Lack of i-frames makes player stomps capable of glitchy spam damage
You can get stuck in ledges spawned via Masonry
Pickups spawned inside of a treasure room spawn outside of it
