Announcing the first major patch for Escape Lizards!
Major Feature Outline
Completely reworked camera. This addresses the main feedback from players about a difficult-to-control camera and unexpected behaviour when turning around. Includes a lot of new options in the options menu for fine-tweaking camera control, including R/L invert.
Two new world-flip modes that use the camera orientation (now the default) rather than the egg velocity. The older style mode can still be selected in the options menu.
Completely reworked jump/hop system: Egg hop is now always available, super jumps are pickups placed around various maps and must be picked up.
Much better tutorial that pauses the game with a modal dialog at the start of each level and has accompanying images
Remastering of all 110 levels (better flow, fixing of visual errors, earlier levels are more streamlined/simpler, later levels retain their original challenge)
Full Patch Notes
Added 2 new world flip modes that use camera rather than egg velocity to determine flip axis (the direction the world flips in should now make more sense in most cases); mode can be changed in options menu
Fixed 'time almost up' sound not having volume set according to options menu
Made egg hop direction less dependent on the current target tilt (should be easier to predict where the ball will jump to)
Fixed a bug with the wrong lizard egg skin being shown after dying
Streamlined jump mechanic; made it possible to hop in every level and placed 'super hops' in key levels
Unlocked every world as a backdrop in the main menu always
Added option to invert camera R/L direction
Added option for no deadzone on R or L analog stick
Added accelerated tilting for keyboard users; new option in options menu can be used to set tilt softness/rigidity
Whole new camera code that follows the ball more rigidly and works better at slow speeds/when changing direction
Added lights to finishing bells
Added option to set camera FOV
Added post-level-pass "new egg" screen, reduced golden-egg cost of all skins
Fixed a bug in the asynchronous master-thread invocation mechanism that resulted in a slow but progressively-worsening memory leak
Remastered all levels. Reduced difficulty level on a lot of the early worlds.