Super Marxist Twins cover
Super Marxist Twins screenshot
Genre: Platform, Indie

Super Marxist Twins

Minor Early Access Update - UI fixes & Swimming tweaks

We're going to be trying to update more frequently as we get closer to release, so the change logs may not be huge from now on. That said, there are some good updates to the swimming mechanics this time, so we'll be interested to hear how folks are enjoying it.

GAMEPLAY



  • Tweaked physics around falling into water
  • Tweaked physics around swimming to surface of water to hopefully make it easier to jump out of water
  • Increased gold coin bounce height to what it used to be


AUDIO



  • Reduced the volume of a particular hit sound to be more in-line with the rest of the game


UI



  • Updated Level End panel to say "Return to Map" instead of "Continue" when appropriate
  • Removed a couple of UI re-bind options that didn't really add value


FIXES



  • Fixed problem where re-bind overlay wouldn't appear when re-binding some controls in some situations
  • Fixed community level tagging UI not working on controller
  • Fixed messed up difficulty selection panel in some situations
  • Fixed updated control bindings not being respected for some UIs


OTHER



  • Worked on bosses, to be announced soon!
  • There are probably other changes that we missed calling out here!

Minor Early Access Update - UI polish & lots of fixes

This time around there's not a ton of new content, but we've been hard at work on bug fixes & polish, especially in the UI and Editor, and we've also been working behind the scenes on new bosses that will be introduced soon, and achievements which will go live with our full release! The game has also been re-submitted for review on Steam Deck Compatibility. This will hopefully give us that sweet sweet "Verified" green checkmark, but at the very least we think we'll get "Playable" with this update.

GENERAL


- Updated game select screen. There are now only 3 save slots. If you already had more than 3 saves they will still show up, but the screen may scroll and behave oddly.

TECHNICAL



  • Added 'Run in Background' option to Options -> Gameplay
  • Removed 'vecima' as default text for sign-in


GAMEPLAY



  • Reduced gold coin bounces to 2


LEVELS



  • Fixed camera bias in 4-6


ART



  • Fixed lighting on Player characters' raised arms


LEVEL EDITOR



  • Updated select tile tool to pull from other layers based on visibility
  • Added 'Move To Layer' tool
  • Added play & stop buttons for music dropdown
  • Fixed level validation bug
  • Fixed level timer stuck displaying in editor
  • Various small UI bug fixes and improvements


UI



  • Overhauled the look of the UI, especially buttons
  • Added the ability to rebind UI controls


FIXES



  • Fixed bug that would sometimes drop the player through platforms when landing on them
  • Fixed bug where player is not in control of character on level start
  • Fixed Steam's floating keyboard not working on Steam Deck
  • Fixed problem where single resource pickup could spawn charact AND count towards powering up
  • Fixed backtracking from 4-8 not working properly
  • Fixed bug when reading signs
  • Fixed audio intialization bug on items spawned when something dies
  • Fixed bullet tumble reset (so newly fired bullets don't tumble)


OTHER



  • Updated Credits
  • Worked on bosses, to be announced soon!
  • Laid the groundwork for Achievements, which will be activated upon release!
  • There are probably other changes that we missed calling out here!

Major Early Access Update - All New Sounds & Campaign Levels Done!

It's been slow going, but we're excited to bring everyone a new update that completely overhauls the sound effects and includes all campaign levels! We've also made a bunch of gameplay tweaks and fixed numerous bugs (most listed below).

GENERAL




  • Finished the world map
  • Updated UI that asks questions the first time the game is launched
  • Made many small tweaks to levels
  • Improved text entry with gamepad
  • Updated credits
  • Updated world map so button mashing goes to next level correctly
  • Updated home level to add some resources
  • Re-implemented wind



TECHNICAL




  • Made changes related to playing on Steam Deck



GAMEPLAY




  • Tweaked swimming mechanics a bit more
  • Removed explosive vulnerability from pig enemies
  • Removed falling rock vulnerability from enemies



AUDIO




  • Most of the sound effects in the game have been replaced with new ones by Jordan Hartsfield



LEVELS




  • All campaign levels are now in the game!
  • Added Level 4-6
  • Added Level 4-7
  • Added Level 4-8
  • Made many small tweaks to levels



ART




  • Added final art for Blowfish enemy
  • Added final art for Countryside backgrounds
  • Added final art for Sea backgrounds
  • Added final art for first boss platform
  • Added final art for Saw
  • Added final art for Propeller
  • Updated signs to stand out more
  • Made ricocheted bullets tumble



LEVEL EDITOR




  • Improved Smart Tile behavior in Industrial Forge
  • Improved auto-collision in Industrial Forge
  • Improved documentation in Industrial Forge
  • Updated empty spaces in templates to erase tiles when template is pasted
  • Fixed zoom issue in editor at some non-game-native resolutions



UI




  • Added an optional game timer - this doesn't limit time, it just counts up in case that is helpful for speed run purposes
  • Improved language in editor documentation
  • Improved concept art panel
  • Added buttons for discord and mailing list
  • Improved UX when leaving game to play community levels



FIXES




  • Fixed bug where platform descend wouldn't work while moving
  • Fixed baton-pass prompt
  • Fixed scuba pig disappearing when stomped
  • Fixed a problem with scrolling backgrounds
  • Fixed bullets interacting with spikes
  • Fixed fade music during pause bug
  • Fixed vtonic music bug
  • Fixed main menu camera problem



OTHER




  • Updated Credits
  • There are probably other changes that we missed calling out here!

Major Early Access Update - All New Music & Tons of Changes!

This update has been a long time coming, but it brings a lot of changes that we're excited for everyone to see. We've worked with the super-talented Nicole Marie T to completely overhaul the game music. This includes new takes on the tracks that were already in the game as well as several all-new tracks! We've added the first 5 levels to World 4! We've also made a bunch of gameplay tweaks and fixed numerous bugs (most listed below).

TECHNICAL

  • Added native support for Linux, Max, and 32 bit Windows


GAMEPLAY

  • Updated most hazards to now also hurt enemies (Anchor, Flame Pillar, Falling Rocks, Saws, Spikes)
  • Tweaked swimming mechanics, holding "up" now aids in swimming up faster
  • Updated camera during Mansion Siege to center on the action
  • Tweaked Victory Tonic state to last one second longer
  • Starting a New Game and Game Over now reset lives to 3
  • Added a particle showing the weapon being lost when hit on Babushka difficulty
  • Added "Best Time" display to the World Map for the campaign levels
  • Added controller rumble


LEVELS

  • Added Level 4-1
  • Added Level 4-2
  • Added Level 4-3
  • Added Level 4-4
  • Added Level 4-5
  • Made small tweaks to every level in the campaign
  • Improved checkpoints in some levels
  • Fixed misplaced world tiles in some levels


ART

  • Completely overhauled music created by Nicole Marie T
  • Added final art for Scuba Pig
  • Added final art for Mine
  • Added final art for Anchor
  • Added final art for Drone
  • Added final art for Sign
  • Added art for Conveyor Belts (near final, we have one tweak planned)
  • Added animation for Bomber Pig
  • Added white metal tileset
  • Added tileable wires (including Smart Tile version)
  • Added tileable pipes (including Smart Tile version)
  • Added controller icons for Steam Deck


LEVEL EDITOR

  • Added ability to load all campaign levels as examples in Industrial Forge
  • Added ability to resize levels from the properties panel in Industrial Forge
  • Added Right Stick camera movement when using a controller in Industrial Forge
  • Added some controller shortcuts in Industrial Forge
  • Added controller shortcuts informational display in Industrial Forge
  • Added toggle for auto-drawing collision in Industrial Forge
  • Added configurable settings for backup interval and max backups in Industrial Forge
  • Animated the 4 main panels in Industrial Forge
  • Improved Smart Tile behavior in Industrial Forge
  • Improved documentation in Industrial Forge


UI

  • Addressed odd text size for "FEATURED" in Common Good
  • Fixed navigation issue in Common Good
  • Removed Resource total display from Game Select screen and World Map


FIXES

  • Fixed bugs around death and character swapping
  • Fixed bug when using "Retry" after death
  • Fixed bug where finishing level swaps characters
  • Fixed camera following the player character on death
  • Fixed missing animation transition between walking and swimming
  • Fixed not being able to whistle when only 1 twin is alive
  • Fixed characters showing up darkened during the mansion siege
  • Fixed signs showing controller prompts for the wrong controller in co-op
  • Fixed non-leading player biasing camera by holding up or down
  • Fixed exploit allowing jumping up steep slopes
  • Fixed Flame Pillar flames being solid
  • Fixed Spike trap rendering on wrong layer
  • Fixed dragging objects in Industrial Forge
  • Fixed several other bugs in Industrial Forge


OTHER

  • Updated Credits
  • There are probably other changes that we missed calling out here!

Major Early Access Update - World 3 Levels Done!

Though it's been a while since our last update we've been hard at work. This one took a little longer to put together but it's also the largest update since entering Early Access. Here's the notes.

GAMEPLAY



  • Added ability to deflect bullets - deflected bullets will kill enemies
  • On "Babushka" (Easy) Difficulty when a character is hit if they are powered up they will lose the power but stay alive. If they are hit again without powering up first they will die.
  • Tweaked simming
  • Applied terminal velocity upward so wind and waterspouts can only launch players a limited height
  • Re-Implemented "gap runs" - walking will allow crossing a 1-tile gap, and running will allow crossing a 2-tile gap
  • Reduced effect of bouncing off of pig enemies
  • Rifle pigs will no longer charge through hotspots that would otherwise cause them to reverse
  • Smart bombs now stop and flash near the player, and their explosion can now detonate other nearby smart bombs
  • Updated spike trap object to be able to face any direction
  • Removed level names (levels will be named 1-1, 1-2, etc)
  • Updated some object soundss (Wind, Watersputs, Bullet Ricochet, etc) to not play when off-screen
  • Removed unused object behind the scenes that was causing unnecessary errors to be reported
  • Stopped some unecessary error reporting
  • Fixed handling of players and player characters around death and respawn
  • Fixed several problems related to hanlding co-op play
  • Fixed signs and their prompts not responding to the player who used them
  • Fixed character animation bug around death
  • Fixed character animation bugs around swimming
  • Fixed character animation bugs involving incorrect arm frames
  • Fixed flying and swimming enemies ignoring the "Reverse All" hotspot
  • Fixed level editor issue where objects couldn't be clicked (moved or erased)


LEVELS



  • Added Home
  • Added level 3-3
  • Added level 3-4
  • Added level 3-5
  • Added level 3-6
  • Added level 3-7
  • Added level 3-8
  • Fixed messed up tiles in level 2-7
  • Fixed messed up tiles in level 2-8


ART



  • Added Jetpig (the previous placeholder art was a pig with wings - he got upgraded to a jetpack)
  • Made real smart bomb art to replace the placeholder art
  • Added a few background variations for levels (Ocean, Islands, Hills variant)
  • Improved mountain background
  • Improved boss art and animation (boss is pretty much done, but his environment still needs work)
  • Improved character weapon sprites and reworked weapon in some frames
  • Updated world map to be somewhat more complete (still in-progress, especially worlds 3 and 4)
  • Changed clouds on the world map
  • Added metal skins for platform objects


OTHER



  • For the Free Demo version we're removing the ability to download community levels, but retain access to the built-in community levels (Boneyard & Bog of Eternal Stench)
  • Fixed XBox Series controller icons
  • There are probably other changes that we missed calling out here!

Update Notes for EA-20220511

GAMEPLAY



  • Fixed a bug where checkpoints sometimes didn't work when only one character was unlocked
  • Fixed a bug where the attract mode camera wouldn't follow the characters
  • Fixed a bug where dying didn't always raise the "Death" screen, leaving the game stuck
  • Fixed various errors that didn't break the game but clogged up the reporting tools


OTHER



  • Added more start screen slogans
  • When selecting a level in The Common Good the "Report" and/or "Hide" buttons will no longer be auto-selected

Update Notes for EA-20220508

FIXES



  • Fixed an issue where the game could be stuck in convention demo mode.

Update notes for EA-20220502

GAMEPLAY



  • Added local co-op (still needs some work)
  • When a follower character attacks due to a whistle they will now attack in the direction the leader is facing


ART



  • improved hammer and sickle art for increased readability


OTHER



  • fixed attract mode
  • added tutorial signs to the first 2 levels
  • in the level editor, when drawing on the "World" layer collision tiles will now be auto-added

Update notes for EA-20220407

UI



  • Added Concept Art page


ART



  • Fixed position of icon on Ludmil's hat


OTHER



  • Work-around for bug failing to swap to living character after character death.
  • Altered character death slightly so they don't move after getting hit.

Update notes for Alpha 20220325

UI


- updated first time launch experience
- cleaned up some UI issues
- fixed instruction booklet size at higher resolution
- moved controls to front of instruction booklet
- fixed level tagging page at higher resolution
- changed keyboard "previous" navigation from Shift+Tab to Ctrl+Tab to avoid colliding with Steam overlay

LEVELS


- added the Sign level object
- added switches, logic gates and wiring
- improved prompt for Doors

ART


- added new art for the bomber pig (not yet animated)

OTHER


- updated unity version and fixed some bugs introduced by that