Posted October 28, 2018 by Ramifactor
#patch #update #agbic #level design #difficulty #animation #butler #bel & poppy
As of this writing, Bel & Poppy 0.3 has been released, and with it come some significant changes.
Updates for Bel & Poppy are now powered by butler. If you use the itch.io app and have a previous version of Bel & Poppy installed, please uninstall and re-install the game. This will get you updated to the current version, and any future updates will be automatic for as long as you keep the game in your library.
Several adjustments have been made to the level design in an effort to smooth out the difficulty and improve the overall game feel. Generally speaking, the game is now a bit easier, but more importantly, some areas which were quite annoying to get through now feel much more fun and polished.
i) Made several tweaks to the level design in the intro / tutorial room. It is now significantly easier to navigate the room, and this area now does a better job of teaching the individual game mechanics without any handholding.
ii) Added a stationary electric prod enemy near the end of the tutorial room. The only way for the player to get past this enemy is to disable it by shooting or whacking it. The prods that appear elsewhere in this room can be jumped over and avoided. Since the player cannot "die" in this starting area, it is a good spot to teach them that enemies can be disabled in this way.
iii) Added a one-way platform in Level 2 / Room 2 above the second switch. For players having difficulty stringing wall jumps together (especially if playing on keyboard), this change allows you to jump on the platform and get to the upper ledge with a double-jump. One-way platforms have no effect on wall jumping, so you can still be a ninja if you want to.
iv) Tweaked the level design in the moving platform rooms. The main change was to increase the vertical size of the whole room, giving the player more space to jump. Previous versions felt a bit cramped vertically.
v) Reduced the difficulty of the second moving platform room. There is now only one tricky timed jump over a platform (previously there were two). Also, this jump now is easier to perform with the extra vertical space in the level.
vi) Reduced the height of the main platform in the laser sensor room to give the player more room to jump over the electricity. A very minor change but this room feels much better now.
vii) Removed a few springs from the final challenge room to make it slightly less difficult / annoying to navigate.
Thanks again to everyone who has taken the time to play the game and share their thoughts and feedback. Much love!