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v.8 Procedural Demon Portals and Wild Skull Enemy!

Demon Portal Quest

We heard you guys loud and clear. The Demon Portal quest was too easy and a bit anti-climactic.

So we made a procedurally generated jumping puzzle, filled it with a new enemy type and put the demon portal right at the top of it.

Now you have to leap and fight your way to the top. In later levels, the demon portals are very high in the sky, so better take a Peppy Acorn or Puffed Bean before you attempt it...

More improvements are coming, but we wanted to get this in the hands of players straight away.

As always, thanks for the feedback!

  • New! Procedural Demon Portal structure!
  • New! Wild Skull enemy type
  • Fixed bug: Dark Spikes no longer spawn underwater
  • Fixed bug: Root Boil attack loop too quiet, changed color, spikes persist after death
  • Fixed bug: Noxious Wisp looping SFX now audible
  • Fixed bug: Noxious Wisp drops loot on death
  • Change: "meditating" has noticeable visual effects and SFX
  • Change: Horik given "boss" vision (can't hide on him)
  • Change: Rye Grass gives bigger adamant boost
  • Change: Overall less of 'special' food items (ones that have passive effects)
  • Change: Removed Ruby loot from Horik
  • Change: Reduced overall enemy count in Mottled & Sinking Levels
  • Change: Gurgleweed has glowing purple tip to differentiate from Spinefish (fred)
  • Change: Doom Wall attack loop volume boosted
  • Change: Briny Moss remodeled, easier to see
  • Change: Bone Knight slash radius reduced slightly
  • Change: References to "Pazuzu" removed from globe