Posted April 10, 2025 by Seano4D
#Super Monkey Ball Inspired #Rolling Platformer #Physics-Based #Arcade #Action #3D Platformer #Indie Game #Game Devlog #Controller Support #Custom Levels #User Generated Content #Challenge Mode #Experimental #Level Editor #Level Builder #Game Update #Beta Feature #Community Levels #Procedural Gameplay #Devlog Update #UI Overhaul #Animation Update #Camera Improvements #Gameplay Polish #Customisation #Lightmapping #Music Selector #Visual Update
Hey Rollers!
Buckle up—this one’s a mega update. The level builder’s taken center stage, but there’s been polish, fixes, and fun added all across the board. Let’s get into it:
You can now build, save locally, share online, and play other players’ levels!
It’s all wrapped up with a Level Builder Beta sticker, so you know it’s only going to grow from here. It’s functional, it’s fun, and probably a little breakable—but that’s part of the charm, right?
Uploading now requires the level to be successfully beaten first—no more impossible troll maps slipping through!
You can also upload a screenshot alongside your level to help it stand out.
Oh, and if you don’t name your level? It’ll auto-generate a fun one for you.
Paint Panel with 113 materials! Full-on level customisation is go.
Music Selection lets you pick from all in-game tracks plus a few unused gems.
Choose your background environment for the perfect vibe.
Can't delete the Goal or Starting Block anymore—turns out causing the universe to implode is bad UX.
Test Button added! Jump straight into your level to see how it feels in action.
Block placement has been overhauled:
Select blocks from categories, edit, fine-tune, and duplicate.
New “Select Block” and “Delete Block” buttons.
50+ blocks in and counting.
Fixed wonky block behavior and added level validation logic.
Added a “Death Cube” visualisation button to debug where things go wrong.
Introduced a name filter to block dodgy level names (looking at you, "LevelName420BlazeIt").
Implemented an on-screen keyboard for naming levels using a controller.
Cleaned up a bunch of bugs—including the legendary velocity issue that stopped the player properly in the customisation panel.
Major update to the in-game UI:
Replaced the old 3D system with a cleaner 2D UI.
Fixes cutscene clipping, improves animation support, and solves visibility issues for NPC dialogue cameras.
Preps the system for a new mode coming soon 👀
UI now highlights key panels better (like the speedrun timer + fail screen).
Fixed a pause menu bug that could cause accidental exits. You can now rage-quit on purpose.
Smoothed out camera rotation—so slick it should come with a warning label.
Gave animations across the game some much-needed love. Things move with actual personality now.
Added a cheeky Doctor Who reference in the City (you’ll know it when you see it).
Tossed in an Indiana Jones reference in Level 38, because... why not?
Coins in World 2 now start from a neatly aligned position—no more janky floating treasure.
Lightmaps are now baked into every scene. Every. Single. One.
Fixed shader issues, wardrobe glitches, and even a possessed gem door in the Aztec world.
Redid Stage 4 from scratch due to an untraceable ProBuilder glitch (RIP old version).
Killed a rogue event system that was sneakily present in every scene. It didn’t do much but was hoarding memory like a dragon.
Rebuilt the Arcade Machine with a new jingle and some fancy particles—it finally feels like something worth rolling up to.
Ran a closed test with some chosen players to check uploading + downloading. Everything went smooth! 🙌
Thanks to those testers for helping iron things out.
Took a much-deserved day off and played a game for once. 10/10, would recommend.
That’s a wrap for now! If you’ve been waiting to create your dream challenge or roll through someone else’s evil level design—you can do that now. This update is the foundation for big things to come, and I can’t wait to see what you all make with it.
Stay rolling,
— Seano4D ✌️