I’m finally releasing this update! I’ve had very very low motivation to work on this game, and this update has been nearly finished for months now, but I finally decided to add the last few fixes and release it. It’s not perfect and it could use some refining, but I think it’s best I release it now before I end up delaying it by half a year again.
So what does this update add? Most importantly, a new boss! It can be encountered at the end of The Woods of New Minds. In addition, I added a bunch of new levels, gimmicks and other additions, fixes and improvements! And overall, I am very satisfied with the state of the game right now.
With that said, I probably won’t work on this game for a while. Although I’d love to finish this and get the whole game and story released, I don’t think that’s too realistic right now. So instead I will be focusing on other projects! I will probably end up working on Feeling Cloudy again eventually, but for now I simply can’t force myself to continue making it. I hope that you enjoy everything I’ve worked on so far!
Due to new levels being added in between old ones, if you have an older save file, I recommend you reset your story progress, so you’ll be able to access them. This can be done by going to the "Save data" section in settings.
As usual, let me know if you come across any bugs or other problems!
Change-Log:
Major Changes:
New boss!
New levels!
New level gimmicks!
Player changes:
Tweaked player movement
You now lose horizontal velocity gained from moving platforms when hitting a wall
Jumping:
Added corner correction to jumps
Jumping now very slightly increases your maximum speed, this speed gain is lost when you start falling
Moving in air by any means is still slightly faster than moving on ground
Pressing down while jumping now drastically reduces the jump's height
Pressing down increases the fall speed (This also makes the maximum fall speed faster)
These changes are meant to give more precise control over the player’s movements, as well as allow for faster completion of levels for people who may be interested in speedrunning the game
Pressing down while standing makes you crouch (This is purely visual)
Added a level enter animation to most levels
This can be skipped by restarting the level before the animation ends
The in-game timer only starts once the player is able to move
The player’s cloud now follows them with a slight delay
This makes the cloud’s movement look slightly smoother and more natural
This should have minimal gameplay impact, since in most normal scenarios, the cloud will be a very short distance away from it’s default position
To make up for the slightly slower movement, the cloud is now one pixel higher by default
Enemies and most damage sources now have a colored outline
Color of outline depends on the game’s area
Feedback on the look of this would be appreciated!
Also added an option for a high-visibility outline, which makes the outline a very contrasting color
Bubbles have the default white outline since they’re mostly used as platforms to bounce off of
Summoned clouds are now destroyed if they are fully inside ground at the end their spawn animation
Story changes:
Renamed “The Town of the Hollow” to “The Shattered Caverns”
Changes to dialog and some signs
A few new NPCs
Finished the story of the Woods of New Minds
Added the ability to inspect certain places
Inspectable places are marked with a button prompt and an exclamation mark on top of the player’s head
Very experimental for now, let me know your thoughts on it!
Reworked nightmares to be faster paced
Also added a variant of the nightmare
Level tweaks:
Improved camera
The camera changes are now much smoother
It was janky before because of a bug causing the camera to completely skip the transition phase
Camera limits now change at parts to avoid unnecessarily long falls and climbs that lead to nowhere
Layout tweaks and changes
Playing a level from the level selection menu now always shows the time you took to beat the level after you collect the balloon
The timer now resets when advancing to the next level when playing levels from the level selection menu
Made falling icicles deadlier
They now break off faster and regenerate
Frogs now get stressed and fly away if they turn around twice in a short timespan
Some NPCs now trigger dialog when you walk close to them
Added an info screen that opens the first time you open the level selection screen
Game now comes packaged in a zip file to include licenses
Minor changes:
Tweaked the cat boss’ difficulty to be harder
Attacks come faster and there’s less time to react
Note: I finally had the courage to minorly rework the mess that is the cat boss’ code. Let me know if you notice any bugs with the boss!
Reduced the amount of text speed options to 3 and tweaked their speeds
Tweaked NPC voices
Some objects and enemies are now only active when on screen
This is to improve performance
This may affect the “cycles” on some levels
Tweaked when the hitboxes of spike flowers and poison flowers become active
Reworked saving to be more reliable
I noticed some major flaws in the logic, so I made the system be more automated
Visual improvements
Added a new, faster screen transition for menus
Also changed the old transition to an animated sprite format, which should make it faster and more consistent
Button prompts now show up at the top of the screen in certain scenarios
Reworked the background of the Shattered Caves
Froggy now sits down after working hard to help you
Added a giant rocky friend
Added a slight vignette
Added camera effects to doors, signs and NPCs
Added new decor
Particle tweaks
Added some more tileset variation
Updated some sprites
Game now starts in fullscreen by default
Spelling corrections
Performance improvements
Bug fixes
Cleaned and optimized old code
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