Posted July 05, 2025 by Anansi on itch.
Problem: Players struggled to dash mid-air using Shift — lacked accessibility.
Dash can now be triggered by pressing jump while airborne
Works during both ascent and descent
Original Shift/Gamepad dash still works
Improved input tracking and dash responsiveness
Integrated into both jump and fall states
Problem: Legacy input system lacked gamepad support and flexibility.
Migrated to Unity’s new Input System
Full controller support with remappable bindings
Centralized input via InputActionAsset
Event-based input replaces polling
Clean action map separation for gameplay states
Problem: Previous scene loading was fragile and error-prone.
Robust async scene loading with error handling
Ensures persistent core scene (_GameCore)
Tracks current active level to prevent loading conflicts
Modular level selection UI with hidden names and dynamic combos
Controller and keyboard navigation added
Problem: Persistent errors and complex UI-swapping caused crashes.
Removed fragile UI stitching system
Each scene now has its own dedicated Dialogue Manager
Cleaner architecture, fewer runtime errors
Dialogue and response menus now load reliably
Problem: Progress could carry over between players on shared systems.
Kryptodisk puzzle resets on scene unload
Added reset button to puzzle UI
Moppy minigame now includes full return/flyback animation
Unlocks all disks, triggers visual effects, and closes with completion dialogue
Reworked camera in first neighbor puzzle to add tension and clarity
Added dramatic lightning to intro for atmosphere and foreshadowing
Menu readability improved
Added "Restart from checkpoint" option in pause menu
"P" now pauses the game (avoids ESC conflict in browser fullscreen mode)
Fixed missing interaction prompts
Mouse now stays visible during dialogue