16 levels done

 

More levels completed this week, as well as some improvements to player movement.

 

Changelog

The level one ramp is now steeper.

Increased linear drag while falling and connected to a surface.

Increased linear drag while grounded and not standing.

Improved wall jump consistency.

Jumping while upside down now rotates you upwards.

Reduced default rotation sensitivity.

Added N and M as alternate keyboard rotation controls.

Tweaked levels 5, 6, and 9.

 

 

Starting on the rest of the game

While the demo has received some small gameplay and camera changes, the biggest change this week is that I've started on the rest of the game. Four levels are currently in playtesting, and several more are in the prototyping stage.

 

Changelog

You can now preform a full jump even while upside down.

Reduced platform drag.

A platform counter is now visible while playing.

Slightly altered parallel wall jump direction to be further off the wall.

Tinkered with level dimensions.

The player is now slightly shorter.

Slightly reduced fall speed.

Enabled anti-aliasing.

The default rotation speed has been lowered.

Slightly improved the player rise and fall animations.

The platform outlines now resize depending on how far away the camera is.

Removed the unity default splash screen.

 

 

3 levels added to the demo

 

Big changes this week, the biggest of which is that the demo is now 9 levels long. A number of small changes were added to level 1 and your controls to improve the experience for newer players. 

Starting next week the unity splash screen will be removed. I've just created a new type of platform and I'm working on the rest of the game.  Stay tuned!

 

Changelog

Added levels 7-9 to the demo.

Edited levels 1-3 to smooth out the initial learning curve.

Softened player landing.

Increased player rotation rate while on a surface.

The default rotation rate is now less sensitive.

Added rotation sensitivity to the settings menu.

Optimized shaders and menu system.

Added social links to the main menu.

Removed the alternate rotation controls by holding the B/SHIFT button.

Added alternate rotation controls to the controller. X/B now act as an axis, similar to the triggers.

Increased camera limits.

 

Feel the beat

 

Big changes this week. Music, background effects, and particle trails.

If you have played the demo before your current music settings will still be at what you had set it to before (default used to be 100%) so you may have to reduce the music volume.

 

Changelog

Added music
.
Added background falling stars.

Added auto skip option in settings.

Added trails to particle effects and increased the lifetime/emission of particles.

Added rotation trails.

Added alternate rotation and reset to level one button images.

Increased the size of the xbox controller buttons.

Fixed a bug where keyboard and xbox buttons would both show in level one.

Added a readme.

Saving and loading gamedata is now much better at handling errors.

Controllers other than controller 1 can now press buttons to control the player.

The level timer at the top right now shows decimals when the current level time is less than 1 minute long.

Darkened brighter colors.

Playtest 11

 

This week I did some polishing and created some levels that are not currently available in the public demo.

 

Changelog

Smoothed the platform glow and made it dependent on the platform's mass (overall increase).

You can now skip the initial pause time at the start and end of each level by pressing pause/unpause.

Player's rotation rate while grounded increased.

The secret platform now has a red sprite and causes a small explosion when hit.

Increased the amount of death particles and hid the player when respawning.

Added player collision particles.

Made the level 1 ramp more consistent and fixed the ramp's fade in.

Altered coloring to make the game easier on the eyes.

Smoothed player animations.

Fixed the current maximum level not being available in the level select menu.