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GTTOD: Over-overhaul patch notes

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28583292/a80e742e8345e3e3586f4c5ecf43e483f10b83e8.png[/img

Wow that took a long time.

After three months of work, I can happily say that the Over-overhaul is FINISHED. I have gone through and completely re-made a huge portion of the game, and right now I could not be more satisfied. If you are seeing this and HAVEN'T checked out the new stuff, what the hell are you doing? Get in there and give it another shot!

To everyone who sat through the last three months, thank you so much for your support. I hope that where the game is now satisfies you, since it's only going to get better from here.

The positive reviews I have been getting have really filled me with determination to keep working and keep going, and I thank all of you so so much for writing them. We are almost at 90% positive! HYPE!

ANNNNYWAY, lets get these patch notes over with so I can get back to making the game, and you guys can get back to enjoying your Saturday.

  • Six new levels
  • Added water where there at one point was nothing
  • Swimming
  • Enemy teleportation
  • Enemy tweaks
  • Optimization
  • Real lighting and shadows
  • All new art and art direction
  • New menus, options, and level selects
  • All new weapons, weapon tweaks, and animation fixes
  • New bullet effects
  • New enemies (turrets, new Sword and Kamikaze enemies)
  • New trailer!
  • Launch pads
  • Dash resets
  • New momentum-based parkour system
  • Parkour tweaks and fixes
  • Over-all bug fixes (literally hundreds, I'm not listing that shit)
  • New race mode based on 10 second timer
  • New Ninja mode with updated sword mechanics
  • New tutorial
  • Work on a save system
  • Dialogue system
  • Started work on the actual story of the game in new intro
  • Probably a lot more but I'm tired of listing things

I think the real bummer is that this isn't even all I have worked on over the last three months. There are still a TON of new things that I haven't even put in the game yet, and are just waiting to be implemented. I won't be putting them in until more levels are added to the rotation, that way I don't cram pack the current levels and cause a really bad "Indie" difficulty curve (thanks for the wording, Ven). As time passes and more content is added to the game, I will be working with this difficulty curve a lot.

So, for now, enjoy the update, and I'll see you all in the next one!

-Andrew

PS: Don't forget to join the discord to catch up on what is really going down on a daily basis, and to also report bugs and add in suggestions!

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