Game
Looking Back
10 years ago

Update #6


Hello folks! Here’s the latest batch of fixes and updates.

-Fixed some backend audio issues; probably nothing you would notice in-game, but it should run better now.
-Some players were falling and getting trapped in a collider on the bottle in Styx, so I lowered the bottle to line up with the pathway and added a collider that will transport the player back to the path if they do happen to somehow fall through.
-The brief platforming section across the cups in Styx was also giving people trouble as, depending on your computer, some folks were experiencing lag in that area, and the jump function has been known to be a little unresponsive. I’ve moved the cups around so that it is easier to get across without falling off.
-You can now exit the apartment levels by either clicking on the door (I’d removed that function earlier due to some bugs, but it’s fixed now) or walking through the door in case there’s a problem with clicking for whatever reason.
-I tightened the boundaries of the graveyard and tried to make the flower path a little clearer as some people were getting lost wandering around in all the rows of graves.
-Changed some lighting in some of the Underworld levels for aesthetic and clarification purposes.
-Moved some items in the final apartment level because some people missed the big reveal!

While this build comes a little late for anyone who did the survey, hopefully it will improve upon previous builds in case you were having bugs or if you want to play it again. Thanks to everyone who’s supported this project and given their feedback! My dissertation will be finished very soon, so I’ll report back here with my findings.



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