Posted February 27, 2023 by jakubtomsu
#changelog #fixes
Alright, here is the first update. Nothing huge or special, just a bunch bug fixes, general enhancements and quality of life improvements.
The time slowdown when dashing is only for a limited amount of time, and players couldn’t really tell how much time they have left. This was fairly common feedback I’ve got, so this had to be fixed.
Now there is a red bar on the bottom of the screen, which shows how much “dash energy” you have left.
Not sure if anyone else had noticed this problem, but it was bugging me for so long I had to do something about it.
The issue was that sometimes, after changing global audio pitch (when slowing down time) and then resetting it back, all the sounds were a little weird. I think it had to do with some audio resampling stuff, but I’m not sure. All I know is that after acquiring the dash ability in level 3 and using it, things started to sound a bit weird.
I changed how the pitch effect is handled. Previously, it would just set pitch_scale
to 1.0
when time wasn’t slowed down. Now all of the effects on “Master” audio bus get enabled only when they’re actually required, otherwise everything is turned off.
It still doesn’t sound that amazing, but now it’s only an issue of finding the right audio effects and configuring them properly.
One fairly annoying thing in the jam version of the game is that you can’t really practice one level at a time if you want. You need to play the whole game from start to the end. Now you can just select a level to practice from a menu.
Added total level time and total number of deaths to the credits scene.
Previously when you pressed “return to main menu” from pause menu, the main menu would be completely frozen and you’d be required to restart the game. This was because of wrong “Pause Mode” node settings in Godot. Now you can easily restart your run by returning to main menu.
W
/Up
now also works as a jumpTab
now works as Esc
, great when playing in browserW
and S
anymore