The True Slime King cover
The True Slime King screenshot
Genre: Platform, Adventure, Indie

The True Slime King

Changelog v1.10.1 - Minor fixes

Changes and additions:

  • Changed bonus seasonal area information text from "Unlock items to help on your journey." to "Unlock items to make your journey easier. Only recommended if you are struggling." This information also now only displays when tooltips are enabled.


Bug fixes:

  • Pause menu white outline is now aligned with the "Pause" text.
  • The intro level fountain displays now don't show the tooltip if tooltips are disabled.
  • Fixed issue with jump buffering not working in the overworld.
  • Fixed issue where profile selected item wouldn't update upon creating a new profile (meaning if you created a profile, then went back to profile select, the selected profile wouldn't be the profile just created).

The True Slime King leaves Early Access After 6.5 Years of Development

Wow... the full release is finally here. I'm not really sure what to think. It's both awesome and terrifying. It's been a great 6.5 year journey making the game, and an awesome 5 years with you all during Early Access! I can't express how much your support and feedback has meant to me throughout this time. I originally only started out with the mindset of creating a game I would enjoy, so I'm glad to see there are some other people out there who also enjoy it.

Before I get into anything else, I just want to be clear that I'll continue to provide support and any performance / bug fix updates as needed (and add extra content if the game gets enough fans -- read more at the bottom).

For those interested, I'm going to take the space here to talk a bit about the development journey, what I learned, what my hopes are, and what I plan to do next.

What does Slime King mean to me?


I've been making little game prototypes with GameMaker since around 2006. Just like all my other prototypes, The True Slime King started out as me trying to figure out how I could implement a specific feature. In this case I wanted to build a replay system after having watched gameplay of Super Meat Boy (spoilers: I didn't actually play Super Meat Boy until part way through development; I just watched a ton of videos of people playing). I made a pretty bad looking slime sprite and put together a crude replay system where I could race against my replays in real time.


The slime had too many abilities and the slime sprite was too large, but even so, I was having fun just moving around, so I decided to build the game out further. After a week, I had reduced the abilities down to just being able to stick onto the ceiling and I had cropped the slime sprite into a square that I too quickly grew attached to and is what Slime King's face is now.


Somewhere around here I felt like giving up on the project, because I got what I wanted out of it (knowing how to make a replay system), and I didn't feel like there was much differentiating the game from all the other platformers out there, but my now-wife wouldn't let me give up so easily. She saw something special in Slime King, so I took a second look and agreed. I kept working on the game to figure out how I could bring my own unique flair. So just like I say in the credits, this game owes a huge thanks to my wife; it wouldn't exist without her (not at all, and not nearly in the polished state it got to through early access development).

About a month into development, I put together a crude trailer thinking I was only about 1 year away from full release. Boy was I wrong!


I put a lot of work into the game for the next year and a bit, mostly just filling out the story mode with content and polishing a lot of graphics. I got the game to a point where I was happy sharing it with the world and launched it into early access in March 2018. The game had already taken longer to get to that point than I thought it would, and I still had a decent amount of things to polish up.


While I expected the game to not get much attention at early access release, I felt like I got almost no attention, and it put me into bit of a slump for a little while after realizing how saturated the industry is nowadays and how much it takes to stand out. I never intended to abandon the game, but there were periods where I wouldn't work on it much for a few months because it felt like a waste of time since no one seemed to be interested in it. Ultimately, I realized the lack of interest was due to the game still being an incompletely realized vision that only I could see, so I needed to put in the real effort to bring that vision to life for other players. And so I kept pushing on, even though sometimes I got very hard. And thanks again must go to my wife for helping to me push through and realize my vision for the game.

But even with all the things to polish up, why did slime king take 5 years in early access to finish? Well, I'll tell you... scope creep. Beyond just polishing what already existed, I kept adding more features (because the game always felt lacking in some way). I wouldn't have beed satisfied releasing just another 2D platformer. Here's a highlight list of things I added during early access (and remember that I was still polishing the existing content during all this time as well):

  • 2018/10: Achievements
  • 2018/11: Halloween blocks
  • 2019/07: Partial controller support
  • 2019/12: Winter blocks
  • 2020/06: Summer blocks
  • 2020/09: Level exchange
  • 2021/03: Options
  • 2021/08: Seasonal content and amulets
  • 2022/05: Full controller support (which meant redoing a lot of systems)

Life events also happened at various times that would slow down or speed up Slime King development. The level editor, quick play, and options all used a lot of time and brainpower to put together. I only barely just managed to squeeze the level editor into the early access launch, and that was mainly because I needed it to feasibly develop the game at that point because compiling the game was taking too long for quick prototyping using GameMaker's built-in level editor tool. But even still, I spent a lot of time improving the level editor throughout early access.

So after 6.5 years of getting better at pixel art, improving my time estimation skills, and generally just having a blast playing my own game, I spent the 2022 winter break putting together some cover art and a shiny new trailer to try to convey to the world how the game feels to me when I play it. I didn't know how to make good cover art or make a good trailer, so it was a pretty painful two/three weeks as I learned and prototyped and got lost and implemented until I finally found a voice to tell what I wanted through the cover art and trailer (that's so much again to my wife).


And now that I've reached the end of this development journey, what has The True Slime King taught me?


For me, Slime King is a story of perseverance: in the story of the game, in the player's mindset in order to make it through levels and improve your times, and in terms of what it took to develop this game. This is my dream platformer game. I love speedrunning it. After 3700 hours, I'm still improving my abilities in the game. I've made hundreds of videos of me playing levels, and I'm still not tired of playing it. Slime King has won a place in my heart. Slime King has solidified that I can achieve whatever I set my mind to, even if that something requires me to learn 10 different disciplines, even if everyone says 2D platformers are overly saturated and you'll never stand out. To me, Slime King feels more real than the pixels on the screen. Slime King is a concept etched into my brain. Slime King is my friend who helps me not feel weak, because no matter how many times you splat, none of that matters when you get to the finish. It doesn't matter how you get to the end; it just matters that you didn't give up. Looking back, I wish I could have built more of that concept into the game's storyline. But for now it's just something I'll have to take forward with me into my next endeavors.

Launching this game is a bittersweet moment for me. I selfishly am going to share what I am feeling right now as a way to help process what I'm going through.

  • I feel vulnerable. This game is my baby, and I adore it. But will people enjoy the game? Will they say nice things? With they say mean things? I can no longer hide behind the protection of early access (where I can improve things people find annoying or lacking), and that's scary.
  • I am excited. I can't wait for the people who want this kind of game to play it. I ultimately don't care if this game isn't for most people; I just hope that it connects well with some people. It means a lot to me, so I hope it can mean a lot to at least someone else as well.
  • I feel lost. I've spent a lot of my free mental time working on this game over the last 6.5 years. From full release to launch, I've put in about 3700 hours into planning, designing, composing, making graphics, programming, playtesting, and marketing for the game. This was my go-to project for all that time. But now that it's polished enough for my stamp of approval, I have to set it free into the world and see what happens. It's going to take a bit of time to readjust my brain to not habitually sit down and figure out what Slime King task I need to do for the day. The True Slime King has been with me for about 1/5 of my life now, and while I had plenty of challenges along the way, I enjoyed all of it. But now it's over, like the finale of your favorite TV show: the arc completed without making things bloated, but you still wish you could pause or rewind time to exist in that fantasy realm a bit longer.
  • I am no longer weighed down by this game being an unfinished project. Art, like many aspects of life, is something that is never truly done, but at some point you have to say it's good enough and move on. I decided that now was the time to say The True Slime King is done. While that feels sad to say, it does mean I'm now free to pursue other things; I am ready and willing to embark on my next grand adventure.


What are my future plans?


If I'm honest, I don't think I'll be making more games. I have plenty of ideas for both video games and board games that I'd love to work on if I had infinite time, but I don't, so I want to use my time in this universe wisely. I have some other domains I feel compelled to explore, so I'm going to be doing that. I can't say where any of it will go, just as I couldn't have told you what a wild and awesome journey Slime King has been.

Continued development of Slime King


There is just one exception... If the game gets a lot of support (aka sales), I plan to add a corrupt mode (new game +) as a free update to the game to double the story mode content (with harder levels) and to add in more cutscenes / lore to bring Slime King's story to the final conclusion I dreamed of when I set out on this project. I already have it all planned, and I've built many of the levels and made some of the music, but it still will require a big time commitment. If this is something you're interested in, let me know in a comment so I can gauge interest levels.

Final remarks


I'm feeling a fairly existential right now, so this write up might not have been what you were looking to read when browsing about video games, but if you've made it this far, I want to thank you for reading my wall of text. And I hope you found something interesting in all of it.

Slime King gives me hope. Even though it is just a game, it is profound to me in many ways. I won't be able to know what it means to you; I can only hope I cared for Slime King enough that it grew into something beautiful for you too. The end of my journey here will hopefully mark the start of many new journeys as others discover and play The True Slime King. May you find peace and inspiration in all the art you consume, and then harness that energy take on your own grand adventures within the universe. Because reality is in your mind, and your mind creates reality. And so our stale minds left uninspired would waste away without adversity and inspiration. Harness your challenges in life as you do in your games to unlock new levels within yourself. Stay speedy and slime on! I'll see you out there on the high score boards!

Changelog v1.10.0 - Tying Up All The Loose Ends

This update brings The True Slime King out of Early Access and into Full Release! The official full release is February 3, 2023. However, no updates are planned for that time, so this is effectively the full release update. Look forward to another announcement on the 3rd with more info.

This update mainly just adds the cover art to the game when it first launches. All the other changes and fixes are just to give a final polish to the game before full release. Don't worry, I'll still be around to update things if any issues arise. :)

Changes and additions:

  • Added cover art display when the game first launches.
  • Added slight darkness around edges of the menus.
  • Cycle object times now reset for the instant replay display after beating a level. This makes the cycle object line up with the timing of slime king's movement so you can accurately see how slime king moved around those objects.
  • Amulet display cases are now interactable objects that display the amulet info upon interaction instead of just when Slime King is overlapping with them.
  • Vsync is now disabled by default to ensure players who don't know what vsync is don't have to endure a potentially laggy FPS experience.
  • Moved the text "This game autosaves" from the main menu to the profile menu.
  • Moved "loading replays/deaths" display from the middle of the screen to the top of the screen.


Cosmetic changes:

  • lvl_1_5
  • lvl_1_8
  • lvl_1_15
  • lvl_1_20
  • lvl_1_bonus_2
  • lvl_2_3
  • lvl 2_6
  • lvl_2_8
  • lvl_2_11
  • lvl_2_13
  • lvl_2_14
  • lvl_2_20
  • lvl_2_boss
  • lvl_3_12
  • lvl 3_17
  • lvl_3_18
  • lvl_3_19
  • lvl_3_20
  • lvl_4_5
  • lvl_4_11
  • lvl_4_12
  • lvl_4_14
  • lvl_4_17
  • lvl_4_20
  • lvl_4_bonus_2
  • lvl_4_boss
  • lvl_5_4
  • lvl_5_5
  • lvl_5_6
  • lvl_5_7
  • lvl_5_9
  • lvl_5_17
  • lvl_5_20
  • lvl_5_bonus_2


Bug fixes:

  • The profile display now shows there are a total of 135 story mode levels. This hadn't been updated from the previous 115 level count, even though the seasonal level update brought 20 new levels.
  • Fixed issue with level editor freezing the game during playtesting when the player reaches the end goo.
  • The pink bonus seasonal area info text no longer shifts locations when the door tooltip is on screen.
  • The hitbox on the pink laser crystals now moves with the crystal rotating. It used to stay stationary.
  • Fixed level editor issue with the undo/redo button sprites not resetting when loading a level.
  • Fixed level editor issue with hide other layers button not resetting when loading a level.
  • Fixed level editor issue with spawn player button not resetting when loading a level.

Changelog v1.9.3 - Minor improvements and bug fixes

Change and additions:

  • Saved passwords are now stored more securely locally. Users who have enabled the "Remeber Me" option will need to retype their password in order to log on.
  • Made slime king hitbox more consistent. The hitbox when slime king is on a wall is squished, allowing the player to not be killed by things like lasers. However, in the past, when the player slid off the bottom of the wall, the hitbox would instantly expand and splat the player on the laser that the player was just able to dodge (providing an inconsistent experience). Now, slime king retains the squished hitbox while the player is in the air until the player presses in the opposite direction. This will result in new routes opening up in some levels.
  • Added 'Bonus' text above pink zone bonus doors to convey to the player that they are optional levels.
  • Added 'Bonus Seasonal Area (unlock items to help on your journey)' text to the seasonal areas to convey to the player that they are optional levels, and that they provide items.
  • Made the Secret Shadowsphere large logo better match the vibe of the zone.
  • Added pause menu song "Remember Us".


Bug fixes:

  • Fixed issue with the level editor save confirmation popup not stopping the player from placing objects when clicking anywhere from the "okay" button.
  • Fixed issue with replays sometimes not loading properly in quick play.
  • Fixed issue with the cancel button not going away at the verification step of new account creation.
  • Fixed issue where the taskbar icon wouldn't show up if the game started in fullscreen mode. This was fixed by making the game wait one frame after launching to load the user's window preferences.

Changelog v1.9.2 - Minor improvements and bug fixes

Changes and additions:

  • By default, replays and deaths no longer display. Most people play with them disabled entirely, as it is hard to play with them enabled.
  • By default, replays and deaths are no longer saved. This helps provide a more streamlined experience by reducing level loading times.
  • Removed the 8 minute limit to levels. Previously, after 8 minutes, the player would be killed; this was implemented to avoid large replay files and slow replay loading speeds. Note: replays will still only save up to 8 minutes in length. The way replays are handled, the array that holds their data will produce an error if the array is longer than 8.8 minutes worth of data.
  • Reworked lvl_4_14 to require the player to get the green key to finish the level.
  • Improved key blocker wall glow tiling to be more visually cohesive.
  • Mouse cursor no longer hides when controller is plugged in.
  • The pause menu now displays how many replays and deaths there are for the current level.


Bug fixes:

  • The level editor 'new' button wasn't working when there weren't any unsaved changes.
  • Fixed issue where the game would lock up in the level editor if the back button was pressed shortly after clicking the playtesting button.
  • lvl_2_20 now has the blue background instead of the green background.
  • Fixed window resizing issue: If "Allow window resizing" was disabled, resizing the window on the top or left side made the window move. This seemed to be due to how the following GameMaker functions work with windows: window_set_min_width(), window_set_max_width(), window_set_min_height(), window_set_max_height(1). The fix was to set window_set_min_width() to the desired width, window_set_min_height() to the desired height, set window_set_max_width() to the desired width minus 23, and set window_set_max_height() to the desired height plus 23.
  • Fixed issue with replays and deaths drawing the incorrect positions when screen shake is applied.
  • Fixed issue where cloud blocks would sometimes move in the wrong direction.
  • Fixed issue where extender blocks would sometimes trigger when they shouldn't.
  • Fixed issue with laser walls not tiling with other walls after retuning to edit mode from playtesting in the level editor.

Changelog v1.9.1 - Minor bug fixes

Changes and additions:

  • Teleporting via the pipe system now updates Slime King's respawn point to the door associated with the pipe you teleport through.


Bug fixes:

  • In-game level timer now matches the server level times in the level exchange. The in-game level timer used to be one frame slower.
  • Fixed issue with game sometimes freezing when completing a level in the level editor.
  • Fixed issue with background not being preserved between playtesting and editing.
  • Fixed issue with the Hide Other Layers button/function not being preserved between playtesting and editing.
  • Fixed issue with redo history getting removed when switching between playtesting and editing.

Changelog v1.9.0 - Final Content Update

Last chance to get the game at its current price! At full release (in the coming months), the game will increase from $14.99 to $19.99. The reason for the price increase is due to the amount of content that's been added to the game since the game was first released into Early Access, mainly the in-game level exchanges, which requires servers to operate (and servers aren't free to operate).



Wow, guys! It's been 6 years since I started working on The True Slime King, and it's been 4 years since the game has been available for purchase. The game has progressed so much in this time, and I've learned a lot along the way. I want to give a huge thanks to everyone who supported the game by buying it during Early Access. You all have provided me with so much motivation to finish this project. I also want to thank everyone who provided feedback on the game during Early Access! Having people care about the game and contribute to it through your ideas or by creating levels for the Level Exchange has been a really cool experience! I've had tons of fun making community level showcase videos for the [Slime King YouTube Channel]. Anyway, I hope you guys enjoy the final bit of content that's been added in this update.













Changes and Additions:

  • Added two optional secret paths in the tutorial that allow players to create an immortal game mode profile or a one life game mode profile. Note: Steam achievements can only be unlocked on normal mode (steam achievement stats only work on normal mode as well).
  • Per user request, added back in the hotkey for self-destructing (as a way to quickly restart a level). This hotkey can be rebound in the options menu.
  • Added additional menu options for:

    • Going from story mode level to menu.
    • Going from story mode level to overworld.

  • In home level, added the ability to play any music disks that have been collected.
  • Updated music disk sprites to match the zone/subzone coloring of the rest of the game.
  • Added posters to the boss areas of the overworld. Added darkness, rockslides, and lightning that comes in when in the boss areas of the overworld.
  • Updated the overworld teleporter minimap to fully match the new overworld that has been modified in the last several updates.
  • Added sparkle particles and vertical oscillation to the bonus keys in the overworld.
  • Overworld bonus keys now perform an animation when collected and when used to unlock the bonus key area in the overworld.
  • Improved end goo graphics/animation to be seamless.
  • Added steam stats for the following achievements:

    • Die 10 times.
    • Die 100 times.
    • Die 1000 times.
    • Find a music disk.
    • Find 10 music disks.
    • Find 20 music disks.
    • Find all 30 music disks.
    • Collect all amulets.
    • Beat all Echoing Entrance levels without using extra lives.
    • Beat all Crystal Caves levels without using extra lives.
    • Beat all Mushroom Mantle levels without using extra lives.
    • Beat all Metal Mines levels without using extra lives.
    • Beat all Secret Shadowsphere levels without using extra lives.
    • Beat all levels without using extra lives.
    • Note: The bonus goo collection achievements vary depending on how many amulets the player has collected, so it's not possible to accurately track them via Steam's interface, so they have not been given Steam stats.

  • Added the following cosmetics to the overworld:

    • Echoing Entrance: Abandoned buildings.
    • Crystal Caves: Crystal monoliths.
    • Mushroom Mantle: Abandoned mushroom house.
    • Metal Mines: Metal monoliths.
    • Secret Shadowsphere: Shadow monoliths.

  • Added dialogue before and after boss fights when you haven't yet beaten a boss. Also added darkness, rumbling, and rockfalls to the overworld boss areas when you haven't yet beaten a boss.


Bug fixes:

  • Fixed issue with some songs not remembering their track position. This happened with any song that didn't also get played along with an overworld filter version of the song (menu song, quick play song, level editor song, home level song).
  • Fixed issue with overworld pipe system not working when entering from one of the levels at the bottom of the oveworld.
  • Fixed level editor issue with the temporary spawn point not overriding slime king from being spawned at doors.
  • Removed home level achievement display for "Collect all music disks", because that achievement isn't used anymore. The existing achievement "Collect 30 music disks" was renamed to "Collect all 30 music disks".


Known bugs:

  • If "Allow window resizing" is off, resizing the window on the top or left side makes the window move. This seems to be due to how the following GameMaker functions work with windows: window_set_min_width(), window_set_max_width(), window_set_min_height(), window_set_max_height(1).
  • Replays don't display the correct positions when screen shake is applied to the view.

Changelog v1.8.0 - New Story Mode Intro Level

If you want to experience the new content yourself, you might want to avoid watching this update video. Instead, you can create a new profile and play through the introductory area until you get to the overworld.


Changes and Additions:

  • Completely reworked the introductory level with more lore and 2 new songs (Epic Quest and No Crown).
  • Added achievements display area in home level.
  • Added level name display to teleporter minimap.
  • Level editor file browser now defaults to displaying the last saved/loaded file.
  • Switched rotation direction on flicked blocks.
  • Added cosmetic spores that burst from the wall sin the Echoing Entrance overworld area.
  • Added cosmetic bugs that walk around on the walks of the Mushroom Mantle overworld area.
  • Added cosmetic crystals that grow on the walls of the Metal Mines overworld.
  • Made overworld route to lvl_3_2 easier.
  • Improved large buddy block graphics.


Bug fixes:

  • Fixed issue with level editor save confirmation popup display text when saving a level with "#" in the name.
  • Fixed issue with level editor resize room cursor being applied when placing/destroying instances.
  • Fixed issue with level editor unsaved changes display not always updating properly between editing and playtesting.
  • Flicked block depth is now in front of foreground tiles.
  • Fixed issue with teleporter minimap graphics sometimes being drawn a pixel off because the coordinates were not being rounded before drawing.
  • Fixed flip flop collision box so that it doesn't have a 1-pixel ledge on the sides.
  • Fixed issue where transitioning between zones would display the wrong subzone for 1 frame.
  • There is now a sound that plays when deleting background tiles and foreground tiles in the Level Editor.
  • Fixed issue with Slime King's graphics: the sprite for down-left-slow and down-left-fast were swapped.
  • Fixed issue where the profile name display could have the incorrect x coordinate sometimes, resulting in the profile name being drawn where it shouldn't be (which could include being drawn off the screen).


Sound effects have been added for the following:

  • Going from level editor playtesting to editing.
  • Opening pause menu in level editor playtest mode.


Known bugs:

  • If "Allow window resizing" is off, resizing the window on the top or left side makes the window move. This seems to be due to how the following GameMaker functions work with windows: window_set_min_width(), window_set_max_width(), window_set_min_height(), window_set_max_height(1).
  • Replays don't display the correct positions when screen shake is applied to the view.

Changelog v1.7.0 - Full Controller Support



Changes and Additions:

  • Added full controller support Quick Play and Level Editor can now be navigated with controller and keyboard. Quick Play and Level Editor used to only be navigable by mouse.

    • For the Level Editor, this included building an in-game file browser. This comes with the benefit of allowing the game to stay in full screen mode when browsing for files to load/save levels.

  • Level Editor revamp:

    • All settings (including undo/redo history) are now saved between editing and playtesting, allowing you to playtest a level and quickly resume editing from where you left off.
    • Added more tools on the topbar.

      • The rotate tools allow you to rotate objects to their different variations instead of needing to select the specific rotation on the sidebar. This saves time and declutters the sidebar.
      • Select tool to Level Editor - Allows for multiple objects/tiles to be selected, moved, and deleted.

    • Reworked how playtesting is done to massively decrease the lag time it took to load the level up for playtesting.
    • Pause menu can now be brought up when playtesting.
    • Buddy blocks now have arrow indicators.

  • Reworked the on-screen keyboard popup for entering text into the profile create area. The keyboard popup also now shows up for the quick play text fields.
  • When resizing a level in the Level Editor, instances outside of death boundary are now removed.
  • Removed objects in the overworld above the following levels to make the level number text be on the background tiles instead of overlapping objects.

    • lvl_1_14
    • lvl_2_1
    • lvl_2_20
    • lvl_4_5
    • lvl_4_9
    • lvl_4_17
    • lvl_4_19
    • lvl_5_1
    • lvl_5_2
    • lvl_5_5
    • lvl_5_12
    • lvl_5_15
    • lvl_5_20

  • Changed walls/thorns in the overworld to move faucents to be closer to the following doors:

    • lvl_3_16
    • lvl_4_1
    • lvl_4_3
    • lvl_4_5
    • lvl_4_11
    • lvl_4_14
    • lvl_4_19
    • lvl_5_1
    • lvl_5_2
    • lvl_5_3

  • Moved faucets 16 pixels farther away from many of the doors (either by moving the door or the faucet) in the Echoing Entrance and Crystal Caves. This was done to make it harder to accidentally enter the faucet when trying to enter the door.
  • Made overworld easier in the following places:

    • Route from Metal mines blue zone to orange zone.
    • Route to lvl_4_12.

  • Added purple crystals on the right side of the flip flop block near lvl_5_16 to prevent players from going up and to the right when the flip flop block is in the horizontal state.
  • Added controller rumble when player loses a heart.
  • Added shortcut in Echoing Entrance from the blue subzone to the portal area so that the portal can be reached before the end of the Echoing Entrance.
    Changelog v1.7.0 - Full Controller Support

  • Rumble is no longer a toggle option; it is a slider option, so players can set how much rumble they want to have.
  • Changed default fastest replay alpha from 0.5 to 0.4.
  • Changed default replay alpha from 0.3 to 0.2.
  • Changed default death alpha from 0.2 to 0.15.
  • Reworked the area near the Secret Shadowsphere portal in the overworld to make the portal accessible from the start of the Secret Shadowsphere.
  • Sorted objects and tiles in the overworld gamemaker room save file to make the overworld load slightly faster (by allowing it to load all instances of a specific asset before moving on to the next asset).


Level design changes:

  • Fixed a very easy skip in lvl_2_20


Bug fixes:

  • Fixed issue with replays not saving (this issue was introduced in v1.5.1).
  • Fixed issue with note being able to delete replays/deaths in Quick Play.
  • Slime king's dust in the tutorial area was green, but is now white.
  • Fixed issue with the button sound being played multiple times on the name create popup when holding the enter button to creating a new profile.
  • Fixed issue with interactable glow setting not affect faucet glow.
  • Fixed issue with song positions not resetting between profiles.
  • Removed pause menu options for deleting replays and deaths in any areas of Story Mode that didn't actually have replays/deaths being created/saved (overworld, home, seasonal areas).
  • Pressing the back button while performing any dropdowns or popups are open in Quick Play no longer returns to the main menu.
  • Fixed issue with the colored glow of key blocker (that overlaps with walls) not always autotiling correctly.
  • Fixed autotiling issues with the Level Editor when objects were placed or deleted. Since all autotiling is now working automatically, the Autotile button has been removed from the Level Editor.
  • Fixed issue with graphics not displaying in the installer.
  • Jump buffering at the start of levels now works with controller. It was only working for the keyboard before.
  • Fixed issue with overworld locks sometimes not allowing the player to pass through even though it was unlocked.
  • Fixed bug where pausing the game would cause the controller to maintain its current level of rumble indefinitely.


Known bugs:

  • If "Allow window resizing" is off, resizing the window on the top or left side makes the window move. This seems to be due to how the following GameMaker functions work with windows: window_set_min_width(), window_set_max_width(), window_set_min_height(), window_set_max_height(1).
  • Replays don't display the correct positions when screen shake is applied to the view.

Changelog v1.6.2 - Smooth camera option and bug fixes

[previewyoutube="W_RPdXhCDxA;full"]

Changes and Additions:

  • Added smooth camera movement options. There are 8 different setting that determine how fast the camera catches up to the player each frame: 100%, 40%, 32%, 25%, 19%, 15%, 12%, 10%. Before, this was effectively set to 100% (and could not be changed), as the camera would always be perfectly caught up to the player. Now, the default is 32%, but this can be changed in the options. Smoother camera movement helps create immersion when exploring. Less smooth camera movement helps the game feel more responsive (but doesn't actually affect responsiveness at all).
  • Quick play filter and page options now only display after the user has logged in to the level exchange.
  • Added button sounds to all Quick Play buttons.
  • Moved level exchange dropdown menu to the right to not obscure the back button when the controller is plugged in.
  • Changed default sound volume from 0.6 to 0.85.
  • Changed default music volume from 0.6 to 0.3.


Bug fixes:

  • Fixed issue with Acetal boss fight. The first leg that would come down had incorrect positioning for the spiky part of the leg.
  • Fixed issue with the achievement for getting all amulets trying to unlock every time a profile was open.
  • Fixed issue with game timer not running/displaying in the home level.
  • Removed the timer and "new record" displays from lvl_winter_2 (to match the rest of the seasonal levels).
  • Fixed issue where the lucky amulets would cause extra bonus goo displays to show underneath the bonus level doors. The bonus goo amulets don't increase the number of goo in the bonus levels, so this was incorrect and misleading.
  • Fixed issue with the fall/orange amulet bottle not correctly detecting that one of the fall levels had been beaten (it was referencing the winter level instead).
  • Fixed issue with small amulet display in the home level not displaying the wrong wondrous amulet (it was displaying the collected / not collected value of the orange wondrous amulet instead of the wondrous amulet in the overworld).