Posted May 25, 2021 by Azrael Arocha
Mindless doesn't necessarily need to mean aimless.
In previous versions all you had to do to progress could get boring fast. Now you have a small challenge, an objective to achieve. At the moment, every level on a stage has a requirement for completion but you can still collect aimlessly regardless if you prefer.
There's still a lot to do to make this more intuitive but for now, the level objective is listed in order at the top of each level.
Let me know what you think!
Also, imperceptible tweaks that make it easier for me, minor bug fixes (for real this time) plus some power up probability adjustments.