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Demo Patch 0.1.3: More Game Feel Updates and a Critical Bug Fix

Not much time has passed since the last patch, right?

This patch was planned to be released a week after the previous one, but while working on it I found a critical bug. If you hit pause during gameplay and then canceled it, the game became unresponsive to input, completely unplayable until a full reload.


I’m not sure when or how this bug crept in, but the fix ended up being a single line of code. Because it was such a serious issue, I decided to stop development on the rest of the patch and release everything that was already done with the fix.

What Changed?


The list is shorter than I originally intended, but even so, what did make it in are solid updates.

[h2]The Egg Destroyed Effect[/h2]

In the last update, I added that cinematic camera roll on the egg after a game over, but… there was no visual or sound effect showing the egg was actually lost. Not a great experience, right? That wasn’t because I didn’t want to do it, I just didn’t yet know how it should look.

Now I do.


The egg now shatters when you fail to protect it. I chose this approach to show how fragile and vulnerable the egg is. When it breaks, it doesn’t feel destroyed... it feels lost, like it slipped through your fingers. I hope you like the effect as much as I do.

[h2]Cooldowns HUD[/h2]

Feet have a cooldown period after stomping or jumping. They already changed color when unavailable and flashed red if you tried to use them too early. But those visual cues weren’t clear enough, you had to play a while to figure out what the flashing and color shifts actually meant.


Now cooldowns are shown on the HUD. Much easier to read, and they really help you time your stomps and jumps better. I also reworked the cooldown color changes to match the HUD theme, so it's more readable and makes more sense.

[h2]Controls Hint[/h2]

There was already a controls hint for gamepads, but nothing for keyboard + mouse users. That’s… not great. A game really should tell you how to play it.


So that’s fixed now. Keyboard + mouse controls are shown at the start, just like they should be.

[h2]The Infamous[/h2]

The pause input bug is fixed, you can now use the pause menu without breaking the game.
Sorry if you ran into it, I should’ve caught that during testing.

I hope you understand. Making and testing everything on my own is tough. I wish I could instantly switch my brain between creating and testing modes, but I can’t. I’m doing my best.

What’s Next?


There’s still a list of features that were supposed to be in this patch, but got pushed back because of the urgent bug fix.

Combo points are one of them. I feel how much they’re needed, when you crush a bunch of bugs at once and don’t get a reward? That’s just sad. It needs to change.

And hey, I still haven’t heard from you about the leaderboard. Do you actually want one? Let me know in the Discord Server.

And don’t forget to wishlist the game. That simple click really helps me get the game out sooner.
It’s like fuel for me. Wishlists and coffee make the game, not me :)