You can watch the summary video to see what's new in this update. A shorter summary here would be that the Mechanical Fort has been improved, parry mechanic changed so it's way more responsive and not as punishing when used. Small changes here and there to bosses and also tons of bugs fixed!
Changelog
Changed how the Parry system work, much more responsive and less punishing You can also strike your own parried projectiles now Added new boss music in Color Caverns You can disable the autoparry in settings Changed how the Fire Bounce ability works, it has two modes now based on the player speed New enemy added to Mechanical Fort : Monster in a Cog New platforming Mechanics added to Mechanical Fort Level Design changes Remade how the Evil Flower enemies in Mechanical Fort behave The Blue doors in Mechanical Fort will no longer hurt you Fixed a room in Lava Temple being buggy Improved Spike Bounce relic when used on Acid Fixed the wrong description for when picking up Spectre Slash Fixed the wrong description for when picking up Recovery Armor Acid Sandals now work in Undergrounds Lowered Ghost Lords HP but increased the speed between his attacks, and he can never throw the homing projectile more than twice in a row Some slight changes to the Lord of Darkness fight Some changes and tweaks to the Shelldon boss Fixed a bug in the Settings menu with the Bounce Button type Fixed the bug where the Fire Wyrm boss was still around after you beat him New graphic for the vases in Lava Temple so it's clearer what they are for Ladybugs will now you heal you when picked up / also fixed bugs related to some Ladybugs still showing on map after picking them up Added so if you have Spin-Jump and Upwards Dash both bound to Jump (without direcitonal input) it acts as a double and triple jump Fixed the Spicy Mushroom relic not appearing/being broken Improved the Wall-Bounce detection Fixed the music bug when teleporting to Undergrounds Fixed the transition in Undergrounds that was wrong Fixed the room of the Red Crawler Queen after you beat her Fixed a bug where it can disable jumping after using the teleportation wand (I think I fixed it) Improved the Spicy door indicators Command line can be opened with '*' (ctrl + 0 will not open it anymore) Did some optimizations for the Main Menu so it runs better Tiny changes to the Warrior Statue Improved graphics for Magi Statue Tweaked the amount of velocity you need to do a Spin-Jump spike boost (making it a bit more consistent) Made it so you can parry the rocks in Screw Sentinel boss Fixed a bug where you can take damage from Screw King when he is 0 HP I also tweaked the Screw King boss a bit more Changed some dialogue slightly
0.2.8 Update, improved Screw King, Upwards Dash practice room and more!
First of all I've started doing these update summary videos, let me know what you think of this format!
[previewyoutube="dgfCNDWkEeY;full"]
I was originally gonna do a much bigger update but some you found some bugs I felt needed instant-fixing, the biggest one being the Assist-Mode menu not working on Controller, this was a mistake on my part when I recently re-did that menu.
Anyway, it's fixed now and I think every other bug you reported. Thank you!
The bigger changes to this update is the re-work of the Screw King boss! These are one of many upcoming reworks of current bosses, I'm also going to be adding tons of new SFX to all bosses. And those who are wondering : every area will have it's own boss music. Like I mentioned in the previous update, SFX is a big underdeveloped part of the game at the moment along with lore aspects and world-building assets.
Anyway, happy to get this update out and next I'll be reworking on the Mechanical Fort area quite a bit, removing a bunch of the spikes there are making it a less pain-in-the-butt area to traverse. I'm also gonna be adding atleast one new enemy to that area, more enemy variety to all areas are generally planned. Read more on what I exactly changed in the notes below!
Patch Changelog
Redid the Screw King boss a bit, updated his graphics and tweaked his mechanics so the battle flows better Added a practice room for Upwards Dashing Changes to the Mushmover Spell mechanics Fixed the Assist-mode not working on controller Fixed the Dodge Blast Emblem being odd in inventory Upwards Dash can be bound to the jump button, acting as a double jump Spin Jump can be bound to Heal button (when not on the ground, will be the default input) Fixed some tiles in Color Caverns where you could see out of bounds Some potential fixes for the flying Eyes in Acid Dungeon going off-bounds Fixed some item descriptions Fixed the Fast Slash not appearing if you had another relic Added the Strong Spell booster into the game Fixed an enemy clipping out of bounds in Undergrounds Changed some dialogue Removed one Relic temporarely (The movable parry one), it will be changed and moved to a different location Fixed that one room in Color Caverns showing your location wrong Tweaked the Big Germ Boss arena a tiny bit
0.2.7.1
Just a small hotfix to some reported bugs I found was worth fixing immediately
Changelog
Apparently I swapped the info prompts on the Spin Jump ability. ( may give the impression the ability does not work) It should say the correct direction now. Fixed the Rogue Armadillo boss leaving a ghost that can hurt you when you re-enter the room (sounds much more cool than the bug was)
0.2.7 Thank you & what's coming!
First of all Thank You everyone who bought the game! I hope everyone has had a great time with the game so far, today I'm releasing a small update with some quality of life improvements based on some feedback I received.
The most notable change being that you can chose how you want the input of the 'Upwards Dash' to work. You can pick between Down + Dash, Up + Dash or have it bound to the Alternative Action button which by default is 'A' on Keyboard and 'LB' on Controller. (The Alternative Action button can be re-bound to other keys)
This is just one of the many types of quality life improvements I'd like the game to have, some other things I wanna talk about is the current unfinished parts of the game. These are the three things I know the game currently is lacking and it will be improved by a ton in the coming months.
* SFX, A lot of enemies and bosses currently are missing sound effects. And there will be unique boss music for each area.
* Dialogues and Lore, I know there probably are some grammar mistakes or badly written dialogue. And generally it might all feel lackluster at the moment. It will get better!
* Worldbuilding, the lack of unique assets and the sense of the game-world being an actual place with a history. It will get better!
There three things are the aspects of the game which I've spend the least time working on, I've primarily focused on gameplay and content. But yeah I'm writing this to just ensure everyone who might have wondered if the game in it's current state reflects the end product, in those three parts it surely doesn't yet.
Some more things I will be improving are some of the boss fights, and well.. generally everything. But one boss for example which is definitively getting a full re-make is the Queen Evil Eye boss.
That said, please do reach out to me if there is anything you'd like to suggest or any thoughts or questions about the game! But yeah I'm looking forward to this new era in this games history and yet again thank you!
Full Changelog for 0.2.7
Added a new option to pick which direction you hold to do an Upwards Dash (and the ability to bind it to Alternative action) Improved the parallax in some rooms in Color Caverns Improved the parallax in some rooms in Deep Grotto Some level design changes Removed the Slash-Switch option Fixed some descriptions Fixed the water at the Butterfly Boss so it looks like other rooms Disabled some odd innate engine "features" like disabling sound with ctrl + S Updated the inventory for the keyboard with prompts how to change tabs Fixed a bug where you could not move the map to the left with the left thumbstick Small change to the animations for the Flea enemies
0.2.6.2
Fixed Living Projectile acting weird and flying off screen sometimes Fixed a bug with the music stopping at Butterfly boss Some changes to Acid Keeper to make that boss fight less of a pain Fixed a bug with the Red Beetle acting weird sometimes Fixed a bug where the small Shelldons would throw out two Hammers Some minor Level Design changes in Acid Dungeon Made it so you can't parry some gate in Acid Keeper boss (this was not intended will do a full rework later) New graphics for the difficulty mode screen Fixed the Boost Projectile sign in Practice mode not working properly Removed player collisons from the Spicy Nut spell ability gate things Fixed a bug where the Speedometer would show after teleporting Improved the lightning in one room in Lava Temple Fixed the Blue Eyed statue dialogue
0.2.6.1
Doing a successful parry will remove the Parry flash animation (making it more responsive) Made it so Bouncy Balls gets destroyed when touching Lava Fixed the Fire Parry being weird when parrying some projectiles Fixed a bug making some oddities in some rooms Fixed a bug with music playing when pressing Save & Quit Fixed a bug with switching from Borderline Fullscreen and Windowed Disabled true Fullscreen untill I figure out a better way of doing it
0.2.6 Some tweaks and fixes for launch!
So this update consists of mostly tweaks, changes and fixes for the Early Access launch version! Hopefully I have not added some new bugs with this patch, this is always my fear with every update I release but especially this one!
But yeah, I'm super excited to be releasing the game as there are plenty of stuff I have kept myself from adding/changing until after the Early Access release. I can't wait to start working on totally new content like new enemies and a new area, but I am also looking forward towards doing some refactoring of current systems which I did not dare to do yet incase I mess something up badly for launch. One thing in particular is a full re-work of the damage system in the game, allowing me to better balancing with all the different spells and relics but also add stuff like bosses having more HP on higher difficulties.
But yeah here is the changelog for the current patch!
Changelog
Some changes to the blast bounce you get from the Bouncy Spore explosion Fixed a bug with Big Mine Demon where he stood and did nothing Give Big Mine Demon a new attack Improved parallax backgrounds in Gold Mines Particles added to Gold Mines Changes to post processing in Undergrounds Rooms that did not have setdressing in Lava Temple now do so Some small tweaks to Greencap speed trails New assets to Mechanical Fort Fixed one specific projectile in Color Cavern not bouncing of the player Level design changes Tweaks to Evil Eye enemies Evil Flowers will take damage on spikes Some sound fixes Added new assets to Mechanical Fort Added parallax to rooms that were missing some in Undergrounds New dialogues & opening text Some changes and fixes to ability use prompts when getting Sword/Spin Slash New intro prompt Fixed a Sound bug with bosses not making a death sound New versions of Gold Mines and Corrupted Depths tracks Added freezeframes to Mush-Stoppers Tiny camera tweaks to make it smoother Returned functionality to look up/down with the camera
0.2.5 Spinning Update!
This update contains tons of fixes and tweaks but also more work done in the set dressing of Acid Dungeon, so no more visually bland and unfinished rooms there!
There is also a new practice room and some neat customizations in settings :)!
Patch Notes
Added a practice room for Spin-Jumping/Spin-Slashing Fixed a bug where you died as soon as you entered the Red Crawler Queen boss room Added more Easy difficulty platforms to existing areas Added more Assist Mode platforms to existing areas Added a missing Astral Gate on the map Level design changes Added a possible fix for a strange music bug that got reported but that I can't replicate Fixed some rooms not updating on the map Made it so the savefile remembers if you have a new tutorial unlocked Added input buffering to the Spin-Slash, increasing its resposiveness Added some position correction when hitting spikes with the Spin-Slash (making those platforming sections more consistent) Normalized the velocities when spin-slashing spikes (making it way more consistent on what happens) Fixed a bug where re-binding the Bounce button to anything else than a Trigger would bug out Fixed some main menu graphics Fixed a bug with the Spicy Mushroom Made the Hurt animation a bit longer Increased the Brainnode cost of Faster Recovery relic Made is so changing spells destroys the current spell Face in the wall added Fixed one thing with boomerang bug enemy in Corrupted Depths Screen will go black when loading in room transitions (looks nicer) Fixed a spike thingy in Acid Dungeon going up through the roof Parallax improvements in Acid Dungeon New settings added for switching up button combinations (also fixed bugs related to this) A fix for invincibility from dodge rolling or charge jumping (not sure when I broke this but it's fixed now) Set dressing for rooms in Acid Dungeon that were not finished
0.2.4
Mostly balancing changes and bug fixes that got reported! Next up is more SFX and new Astral Gates :)!
Changelog
Some bigger changes to the Sentinel Screw boss fight Also made it so you can actually pause the Sentinel Screw fight Added a new tutorial prompt if you can't figure out the sword-bounce in the Sword room Improved the parry projectile hit detection Fixed a bug with Spicy Nut doing a weird visual thing in boss rooms Reverted the spread of Spicy Nut fireballs to how it was before Tweaked the fume ability gate in Corrupted Depths Level design changes Small fix to the Red Beetle Fixed the Big Germ HP bar graphic showing when it should not Changed the throwing charge animation for the new Enemy in Corrupted Depths Dialogue changes A bug where a secret found sound would be several times if triggered in a weird way Fixed the weird music and water bug in the Butterfly boss fight Slightly increased the Bouncy Spore explosion size when hitting it with a sword Increased the damage of the Returning Contraption Increased the damage of the spinning Bouncy Spore slash Increased the rate of which Spicy Nut drops fireballs when Spin Slashed (and dmg of Super Spin Slash version) Spin-Slashing a Bouncy Spore will make you bounce up Tweaked the Golden Light spin-slash attack New game logo Fire Elemental Lord tweaks Changed the parry loading sound
0.2.3 Update
I was not planning on releasing an update so quickly after the previous one but some bugs popped up which I felt I needed to release an update for :)!
Some changes to lighting in Corrupted Depths Added a crouching throw to the Boomerang Bugs in Corrupted Depths Fixed a bug with the micropause causing some oddity with animations (allowing you to spam wall-bouncing) Made it so the Dash-Reset won't happen if you spin-slash a ceiling spike A fix for Save-Menu being buggy if you rebinding some keys Fixed an 'exploit' on Screw Sentinel where you could escape the fight by jumping on spikes early More visual work on Corrupted Depths Progress on set dressing in Corrupted Depths Environmental particles will only appear on the highest graphical setting