I just released a new update that adds two new levels and a new kind of specter. Herons.

Levels: The new levels are situated after all the original basic levels.
I finally got to incorporate some of the things that have been added into the engine or refined in this and the previous update. For instance you can now get squished between moving blocks. Watch your tail feathers.
Herons: I’ll hold off on details, as I think it’s more fun to encounter them blind, but … they’re in there. :]
Victory venue: There’s a new completion level for the basic levels. I’ve been meaning to rework it for quite some time now. I’ll be updating the second completion level soon as well.
Tutorial level: Perhaps the most frequently updated and refined map in the game gets another update. The level is now larger owing to the addition of a segment highlighting the crouched-sprinting mechanic. Also, there’s now no way to get out of the area that explains Spring Jump without using Spring Jump.
Attack visuals: When Gable is carrying feathers, her attack will have a much stronger visual component when it connects with a Skellie. This is to be visual feedback for some upcoming mechanics that will be dependent on whether Gable is carrying feathers.
Defeat visuals: Gable’s defeat effect is now more prominent than just the little crescent poof. There’s a radiating pixel distortion ray-burst. Now if you face-plant into razor vine while looking elsewhere on the screen, you’ll see the effect, instead of just hearing it. I just wanted it to be a little more tactile.
Also being squished has an additional particle effect that manifests as a vertical or horizontal flash, depending on the axis of your squish-en-ing.
Switch block icons: The switch block icons now have an inset carved bevel shading, instead of being flat white.
Screen shake: A screen shake system has been added, though is only used for a few things. You can try it out by entering the following in the console:
Format
ff_cCD.shake(tp’scl’ang’tm), rand, <pixelScale>, 0, <timeSecs>
Example
ff_cCD.shake(tp’scl’ang’tm), rand, 10, 0, 1
(Note: You must click inside the console text area before pressing Enter.)
Fixed some bugs
Fixed an especially weird one that prevented zooming out when all secrets were active.
Squish detection now works correctly.
Heart blocks can no longer be pushed super slowly by sitting on them or pushing into them before their first switch-based-movement.
Heart blocks no longer jump on end of movement in some places. (This bug was introduced in one of the recent prior updates that switched the entire heart block movement system from direct position animation, over to a physics model.)
All feedback is welcome. :)
Speaking of which, the changes in the tutorial level regarding the spring jump, and the crouched sprinting were motivated by feedback from @Fledered and @ElectroPunk respectively. Thanks for taking the time to share your thoughts. Likewise thanks to everyone who has commented or left any kind of feedback. I always appreciate it, and I always try to respond. :)
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