CONTINUE Update 28.3.2019: Speedrun mode, achievements and more
Alrighty then, it's been a good while since the last update, but this one is gonna be a big one.
The biggest additions in this update are the new game mode, and the steam achievements. Now, you unlock the Time attack mode after beating the game for the first time, and this mode is purely made for speedrunning purposes. There are also some bonus challenges in the achievements, like beating the game without getting any upgrades.
Besides these, we also made a lot of tweaks, and balance changes based on the feedback that we've gotten so far.
Tweaks and changes
Time Attack -mode added
Added banners for menu elements
Achievements added!
Player Energy gain increased by 50%
Player charge attack range increased by 30% (yellow versions)
Ranged energy move now travels farther and is wider
Data version of ranged energy move now travels farther and is wider
Lowered dash delay in normal melee attacks slightly
Balance changes
Most Enemy Melee attacks now deal 1 block of damage
Shield grunts now rotate less with projectile attacks
Shield grunts now deal 1 damage on shield swing
Sword grunt melee attacks deal 1 block of damage
Sword grunts now move faster towards player
Sword grunts turn slower when near player
Ranged enemies now has 50 health (up from 30)
The Heavy enemy type now has a longer attack trigger range
Assassin now has 140 health (up from 120)
Assassin now can be hit stunned after dash attack
Assassin now dashes faster
Beast boss now does spin attack only if player is behind it
Beast can now perform spin attack outside melee combos
Beast spin starts slower and has melee telegraph
Tutorial beast boss deals 1 damage per melee, others still deal 2
Tutorial beast boss: Firefox arrives earlier now
Tutorial beast health increased slightly, other beast health reduced slightly
Tweaked beast stun animation
Corrupted Swarmers are now staggered more easily
Corrupted Remnant now teleport max 2 times in a row
Corrupted Ranged now has 50 health
Corrupted Ranged shape attack deals damage slower
Fixes
Switch reset fix: multiple sequences with switches now correctly reset after death / reload during the sequence
Removed unneeded collision from launchpads and teleporters
Multiple arena walls fixed in later parts of the game
Tweaked final tutorial hub fight reset
Fixed final boss transition camera not resetting properly
Changed moving platform frequency and placements for smoother gameplay
UI navigation fixes
That about wraps it up, a lot of changes that should make the overall experience smoother, and more enjoyable to play.
CONTINUE Soundtrack has been released
We've finally done the finishing touches on the soundtrack, and it has now been officially released. You can find the soundtrack from Bandcamp, and from Youtube at this time, and we may upload it to other sites as well, and maybe even to Steam itself in the near future. The soundtrack itself consist of 15 different tracks, and you can listen to all of them from the links below.
That about wraps it up for now, but we got more news and updates coming soon!
CONTINUE Update 27.2.2019
Time for another update, this time a smaller one, mostly focused on small tweaks to the game:
Fixes
Pause menu navigation has been fixed
Fixed a bug with the player respawning
Tweaks
Vsync has temporarily been disabled
Cutscene letterbox effect added to the tutorial intro, and to the ending sequence
Shield and Sword grunts are now properly targeted by the Dash attack
Tweaks to tutorial behaviour
Minor tweaks to the ending cutscene
CONTINUE Update 25.2.2019
Time to fix some issues so everybody get's to CONTINUE playing (cue the laugh track).
Fixes
The game now supports multiple aspect ratios, instead of just 16:9
Fixed the crash on startup issue
Refresh rate option disabled temporarily, to make the game more stable. Target frame rate has also been capped to 60 temporarily.
NPC's and Spawners no longer cause the game to freeze when the corrupt ability is used on them
Player now correctly uses energy with the corrupt ability
World Branch 1 Part 2 arenas now save properly
Hub area datapools no longer have collision for player
Fixed the environment colliders in the 3rd boss, that let player dash through
Minor script performance improvements to World Branch 3
Enemy attacks are no longer destroyed on failed corrupt attempt
Tweaks
Player's attacks that break enemy shields now also deal damage to the enemy
The Beast enemy now has a parry window, just like in the tutorial version
Sword grunt is now more easily stunned, animation tweaked
More exciting updates, like the release of the full soundtrack will be happening soon as well!
CONTINUE has been released
CONTINUE is finally here, and we're even offering a 15% discount during the launch week, so what are you waiting for!
Launch date confirmed
Hi everyone!
As you may have noticed if you saw the launch trailer, the release date has been locked down, and it's going to be this Friday (the 22nd). It's been a long time coming, and we can't wait to finally release the game out into the wild! Because the wait was a little longer than we had originally planned, we're also going to be doing a small launch discount during the first week!
Cheers
The Pixel Pinecone team
Status update + launch trailer
Things have been quite hectic at the Pixel Pinecone workshop for the past few weeks, but we have a small update for CONTINUE.
Since the last update, things have been going smoothly, and we can confirm that the launch of the game is happening quite soon. In order to keep things (and this update) a little more exciting, we will be posting a launch trailer later this week, that will reveal the release date of the game so stay tuned for that!
Small launch delay
Unfortunately, I'll have to inform you that CONTINUE will have to continue development for a bit longer than expected. We're going to have to delay the launch by roughly a week, due to issues that need to be addressed before the launch of the game. The end goal of this, is obviously that you will get a better, and more polished experience when the game comes out.
Sorry for the inconvenience everyone.
We will confirm the exact date of the release as soon as possible, so hopefully you can be patient with us for just a little bit longer