We got a few more treats for you, update v1.41 released!
A new secret was added.
There is a special coin hidden in act 4 , collect it and it will reveal all 150 coin locations on the map (only the ones you didn't pick up yet).
Supply and Demand
Due to recent drops in Wall Street, the jetpack price was raised from 35 to 60 coins ;)
We always felt like collecting coins was missing from the gameplay in act 4, up until now you didn't had a real reason to continue picking up coins.
So now there are additional 25 coins to find and collect in act 4.
Note that this is optional and only required for getting the jetpack at the end of the game.
¡Arriba, Arriba! ¡Ándale, Ándale!
We also added boost to the jetpack. Hold down the jump button while the jetpack is activated to fly up at doubled speed.
Oops I did it once again...
We left an extra teleporter in the first scene of the game by mistake, it didn't lead anywhere and broke the game if you used it.
Another cool update has been released, version 1.4, check it out!
It's been a very busy and productive month, we got a lot of feedback and made some significant improvements.
So what's new?
Shake it baby
Firstly, in the previous update we released an updated version of NWjs, which has rumble support for Dualshock 4, Xbox 360, and Xbox One gamepads.
We've implemented customized vibrations throughout the game, including all mini games and cut-scenes.
Other than it being cool and how it certainly adds to the immersion, we also added some pre-warning vibrations when danger is approaching, or when a boss is preforming a special powerful attack.
Beam me up, Scotty
The second new feature is somewhat related to the new rewards, we added teleporters to make it easier to back-track and get from level to level.
The teleporters works in sets of twos, the first one you'll come across in the level won't be active, once you'll find and use the second one you'll be able to teleport back and forth between them.
In most of the levels there is just one set of teleporters close to the main exits, on some bigger levels that are lacking in shortcuts there are more.
This for the most part won't actually cut down any gameplay time in the first run through.
It was intended to make it easier and faster to back-track once you finished the level.
P.S. The teleporters are also marked on the map.
Oops, I did it again
We also fixed some collisions with the new jetpack and some of the player's actions states.
And added 0.5 second delay before starting to look up/down with the new camera controls.
A Special update for completionists - version 1.38
We added a little treat for all you completionists out there!
If you collect all 125 coins (game difficulty doesn't matter), you can return to Pen's computer and get a fuel-free jetpack.
Other than flying being fun and all, you can use the jetpack to find a hidden ability that will help you locate all the hidden collectibles areas, by beeping louder and louder as you get closer to one.
We won't tell you where the ability is hidden, but we will give you this hint:
Look at the map for open roof areas.
You can toggle the Jetpack on and off by pressing the RUN button, you can only do so when you're mid-air.
https://www.youtube.com/watch?v=jsfnbjQEZTU
Update version 1.37 released.
NW.js and Greenworks versions were updated.
Bug fixed - Square UI was not hiding when returning to arcades/gameworld levels from menu.
Camera control - Few changes in the new camera functions.
Update version 1.36 released.
This update is mostly cosmetics, and one new feature.
Camera control - You can now move the camera to look up or down, this only works when you are standing still on solid ground.
Bug fixed - Piranhas stick to a wall and get stuck in a flip direction loop.
More layers of decoration in act 1.
Some doors were placed without a wall behind them in the same parallax layer, which looked a bit weird.
https://www.youtube.com/watch?v=AdDS75dWJig
Update version 1.35 released.
Though we finished with Early Access, we are still getting your constructive feedback and we'll improve wherever we can.
Here are some of the latest changes:
Drop Bash dust cloud - Drop bashing will now create a wide dust cloud, this will make it easier to understand the impact bounds of the bash when using it to kill/suspend enemies.
Additional background decoration layers throughout Act 2.
Shooting Sawblades - Added visual spawner to make it easier to detect where they are shooting from.
Bug - Returning to scene241 from scene242, if you swim close to the bottom edge you could end out outside of the scene's layout.
Drop Bash - In some cases you could end up below the platform while it is still intact.
In-game Menu - Missiles, mines and underwater sound effects kept playing in the menu.
Update version 1.34 released!
Some more cosmetics and bugs fixes.
Scenes 324,348,415,432,444 were turned into dark scenes with extra glow charging spots.
There were suppose to be 6 health upgrades in total, one got lost in the mix, it is now available in act 4 scene410.
New submarine levels difficulty adjustments for Easy Mode.
Ants can now be killed with drop bash.
Fixed bug where ants killed in mid air stayed floating as they die, they now fall down to the nearest floor.
Added more breakable planks throughout the game.
Added new breakable stone type, requires 3 bashes to break.
Configure Controls - Added reset mapping to default option.
Update version 1.3 released - lots of changes.
A special patch for Halloween, filled with tricks and treats.
Invaders arcade level - New enemy ship that drops powerups, shot it and collect a shield, x2 fire rate, triple shot or a special power bomb, this bomb will grow stronger each time you lose the arcade to give you an extra edge the next time around.
Brand new submarine levels - These levels were originally spawned randomly and they were just not that exciting to play.
Now they are pre-designed with branching paths and additional types of obstacles and challenges to overcome.
Changing the levels layout required us to redo the camera, controls and movement of the submarine, but we made it feel exactly the same as before.
TZ gameworld levels - Added life system, 1 hit on hard, 2 on medium, 3 on easy.
TZ gameworld levels - Traingle spikes will now fly in a preset route instead of randomly bouncing around.
Piranhas menace #1 - The total amount of piranhas in the Water Tower level was reduced.
Piranhas menace #2 - Piranhas were removed from underwater section in left bottom chamber of the Water Tower, added a new horizontal floating room challenge instead.
Piranhas menace #3 - All water sections from scene 418 (below the fire tower) were replaced with new vertical floating room challenge.
Added new vertical floating room challenge to scene 444.
Bug - Random Idle animations and fly hitting animation did not trigger when standing on a moving platform.
Bug with magnet gloves - When sliding on the left side of the magnet the player got caught in a loop between the sliding and gloves animation, you could easily jump out of it, but now it's fixed.
Added auto-save at the start of the push-up water level in the water tower.
Removed flying probes form dark scene in act 3 level 3.1.
Patch 1.31 released with additional layers of decoration for the new submarine levels.
Patch 1.32 released - non-following probes will now move in a preset pattern and not bounce off walls randomly.
Update version 1.22 released.
More reported bug fixed and a few minor changes.
1. Gravity switches puzzle - Locking switches once the door is fully opened.
2. Gravity switches puzzle - Incorrect camera scrolling when dying.
3. RT & LT song - Chinese language, break lyrics by character instead of word.
4. Blood Off Mode - Dying animation without blood drops.
5. Shock to death animation triggered when dying from a dark cloud could reset to idle if the player has taken a hit from a lightning right before dying.
6. Autorun mode did not work with gamepad.
7. Submarine boss will now track you with his gun even if you move behind it.
8. Additional decoration to the underwater section in scene457.
Update version 1.16 released.
A few more bugs and fixes.
* Possible dead-end in act 4 level 1, if you picked the first key and didn't use it, then went after the second key, you could swap the key for the magnet gloves, then if you came back here later on to get the key you couldn't leave the scene without the magnet gloves.
* Added particles effects to following enemies death when blood is turned off.
* Changed behavior for when player is dead and attached to a sawblade then hitting a wall and blood is turned off.
* Optimized T.Z Gameworld levels difficulty on easy mode.