Demo Changes 12-20-24
[h2]Summary[/h2]
- Leaderboards can now be viewed from the level select screen.
- Several QoL changes to gameplay and levels. (See details for more info)
[h2]Details[/h2]
[h3]General[/h3]
- Leaderboards can now be viewed from the level select screen.
- Added a credits screen to the main menu.
- The death counter now displays numbers in the hundreds (and higher) correctly.
- The water no longer cuts off abruptly for users with ultrawide monitors.
- Added a jump animation to the player characters.
- Small changes in the text of the end-of-the-demo screen.
[h3]Gameplay[/h3]
- [Co-op] Both players pressing the switch button immediately after each other will no longer swap the players twice, only once, as the players intended.
- The game now pauses everything except the starfish when a level is completed to reduce confusion.
- Jumping now locks spinning a little longer, making several jumps in short succession go in the same direction instead of curving a little with every jump.
- Jumps now have more height to them. (Length is still the same)
- Added a camera shake when the player dies.
- [Co-op] Lowered the arm stretching speed of each player.
- Bending around something and colliding with the other character will now switch who’s standing on the ground.
- The pink pearl’s hitbox is now slightly bigger.
- Bouncing at very low speeds no longer plays a sound effect.
[h3]Level 1 - Instructional Beach[/h3]
- Removed the wall beneath the starting area.
- Players can no longer jump until the jumping tutorial prompt has appeared.
- Updated the jumping tutorial prompt to include more information.
- Remade the jumping tutorial to include obligatory jumping tasks.
- Added an ‘L’ to the stretch arms tutorial prompt stick(s).
- Remade the stretch arms segment.
[h3]Level 2 - Around the Bend[/h3]
- Moved the first checkpoint away from the nearby wall for greater visibility.
- Made the path forward after the third checkpoint easier to see by making the start and end wider.
[h3]Level 3 - Moleside Docks[/h3]
- Updated enemy models.
- Made almost every platform wider.
- Added an enemy that shows how falling platforms work.
[h3]Level 4 - The Old Tropic Pathway[/h3]
- Made the wall next to the second checkpoint smaller to reduce the risk of bouncing off of it.
[h3]Level 5 - Teeming Islands[/h3]
- Updated enemy models.
- Added more decorations.
- Widened some of the wooden platforms at the start of the level.
- Widened the first wooden bridge after checkpoint 2.
[h3]Level 6 - Spikeridge Pathway[/h3]
- Added a safe place to stand before the first obstacle.
- Replaced some of the spiky wall on the right of the segment after checkpoint 1 with regular stone walls.
- Moved the spiky walls closer to the falling platforms in the segment after checkpoint 2.
- Cleaned up checkpoint 4 to make it easier to see where you’re supposed to go.
- Made the last segment easier by making the last wooden platform larger and removing the tip of the spiky wall.
[h3]Level 7 - Longbend Bounce[/h3]
- Added more decorations throughout the level.
- Added wooden platforms between the islands in the starting area to act as guides.
- Added a smaller version of the first obstacle to lower confusion.
- Moved checkpoint 3 back a little.
- Added more to the spiky wall to the left of checkpoint 3.
- Added a safe place to stand to the right of the falling platforms right before checkpoint 4.
- Shortened the length of the segment after checkpoint 4.
- Increased the length of the segment after checkpoint 5.
[h3]Level 8 - Dodge, Dip, and Dive[/h3]
- Made the first U-turn slightly longer.
- Moved some of the cannons to adjust for the U-turn being longer.
- Added a checkpoint right after the U-turn.
- Made the platform after the new checkpoint 1 wider.
- Added more to the platform surrounding the now second checkpoint.
- It is now more obvious that you can go around the stone wall next to the now third checkpoint as a safer option.
- Added some wooden bridges between some of the platforms after the now third checkpoint.
- Made the now checkpoint 4 platform wider.