Weekly Progress Report #31
I spent a lot of time this week working on the new "Hamster Ball" power up, and a level that properly showcases it. The level ended up being one of the most complex levels I've made, but I think it turned out really well. I don't want to spoil it so I won't be saying too much about it, but I hope you like it when you finally get to play it.
Other than that I'm continuing to fix bugs and add polish to the game in preparation for the Early Access launch. Functionally I think the game is actually pretty solid. It has a bunch of features that Early Access games rarely have at launch: a replay system, leaderboards, achievements, etc. Just a few more things (like music!) and I think it'll be ready.

Other than that I'm continuing to fix bugs and add polish to the game in preparation for the Early Access launch. Functionally I think the game is actually pretty solid. It has a bunch of features that Early Access games rarely have at launch: a replay system, leaderboards, achievements, etc. Just a few more things (like music!) and I think it'll be ready.
Level Preview: Round and Round

Changelog
- Achievements added to Steam.
- Added a way to export Achievement information to json for easy uploading to FeedbackBot.
- Update some Achievement names.
- Implemented a way to track the number of flips a player has done.
- Added achievement based on # of total flips.
- Added flip count to Stats menu.
- Prototyped a bowling level (and decided it was bad).
- Added new level Jackpot, (probably the most complicated level yet)
- Fix bug where Hamster Ball powerup was misplaced in replays.
- Fix issue with stats where rolling in a Hamster Ball counted as being in the air.
- Don't count flips while inside Hamster Ball.
- Conditional Goal Zones are now always activated in replays.
- Fix bug where Hamster Ball power up was not properly reset in replays.
- Fix non-convex colliders in Jackpot level.
- Add SFX to Achievements menu.
- Adjust game launch popup to reference "Early Access" instead of "pre-alpha".
- Implement various safeguards to deal with trying to load levels that don't exists from the level select menu.
- Add logic to level select menu to prevent players from going past the last available level.
- Add a scene to "End of Levels" level that has a message thanking players and asking them to review the game on Steam and join the Discord.