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Oh! I can fix the letters thing you mentioned, oops. I'll try to remind myself to do that when I have some more time, which may be a bit.

As for the indicators thing... huh, honestly, I hadn't thought of doing that. I'll try to take a note on that to add that soon. There's definitely changes to the level layouts, but they tend to be things like fewer or more enemies so it can be pretty subtle sometimes. At its core it was added to make routing for scoring more complicated overall, but uh... yeah I probably should indicate when you've gotten a stage change better in some way.

Also, yes, the optional objectives don't change the ending, and don't have anything to do with the radio transmissions. (The radio transmissions are... a really, really easy to miss visual easter egg, I'll say that much, given nobody seems to have found them after all this time.)

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> The radio transmissions are... a really, really easy to miss visual easter egg


Maybe you should've called them video transmissions, then. :P


(btw letters thing works now, thanks)

Oh, uh... I never fixed the letters. Maybe they were right to begin with then?

Anyway, they're referred to as radio since, while visual, they're text-based still, so it's implied you're seeing on-screen a message that's being sent in radio form.

Oh hey, by the way, I just changed it so in the next update there will in fact be an indicator in a given level which modifiers are in play. It'll even give you hints on what kinds of changes to keep an eye out for!

...and, looking back at how the level code works, given I had to in order to refresh myself on what changes are made in particular... I almost want to do a remix level set for the next update now which makes the stage changes considerably more dramatic, makes the first level a lot easier overall, and has a separate high score from the original game's levels.