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- Dying on the boss will now respawn player to before entering the room. This was always an intended mechanic, I just hadn't gotten around to adding it till recently. The boss will feel a little harder now, but hopefully you've found enough Health Tanks to mitigate that! :) - Added back the initial cannon fizzle (before obtaining Cannon upgrade), and instead made it appear more like a short puff of smoke. I recently had a playtester mention "oh, it looks like I have a gun, so why doesn't it work?". Which is a valid point! Adding the fizzle back in was the simplest solution here, as creating a new sprite without the gun is beyond the scope of the project at this time. - Fixed hidden paths and lava to correctly show the player as semi-transparent when inside. - BUG FIX: Pause or Map button required two presses first time in a session. - FIX: Intel Macs accidentally unsupported in last release (sorry!). - Bullets and Missile have new Physics Mass values. This was required for some features in the main game, but shouldn't have any effect in the Demo. - Improvement to various systems and features from the full game that aren't in use in the Demo.
BUG FIX: Ball Dash can dash into the terrain, or through a pipe's borders. There was a known "bug" where you can ball dash through the corner of a pipe to get inside it without using a proper opening, and also you can ball dash through a 'checkerboard' terrain pattern. This was kept in, as I thought it would make a fun exploit for speed runners (and I can always do the level design around this knowledge, so it wasn't too game breaking or something). But recently someone found that you can also dash into a pipe from anywhere, AND also you can dash into the terrain (very bad, and definitely unintended steammocking). So this patch fixes dashing into the terrain, and also fixes dashing through any pipe's borders. This unfortunately does mean the corner pipe exploit no longer works, but the corresponding 'checkerboard' terrain exploit still does. In the demo there was only one place this worked anyway, but in the full release I'll try to add a few spots where this can help speed runners.
Removed the "fizzle" effect, that is replaced once you obtain the Cannon. This was an effect I added early in development after some play tests, because some players thought the button was broken as it didn't do anything yet. But it seems now it causes more confusion, so I've removed it.
A minor patch to add a QoL addition that just got implemented for the main game. The Map Screen is polished up a little more, with nice movements to each room (instead of snapping to it), and a little bump when trying to move off the edge of the map. Also, I've hopefully fixed the dreaded undetected controllers issue for good! [cross fingers]
EDIT: This patch has been disabled for now, as it broke controller support. Will bring this back in when we can confirm controller support is working again. For now, these below changes are not yet live. I'm really sorry for the inconvenience this has caused! ------- - Revised Enemy Health values so they're less tank-y. I'll list the tier values here, but hide them in a spoiler tag in case you don't want to know: [spoiler]1, 2, 3, 5, 10, 15, 20, 25[/spoiler] Also, I'm not listing which enemies use which tier, but that's fairly easy to figure out. For reference, the player's attack values are: [spoiler]1, 2, 4, 6, 16[/spoiler] NOTE: not all these tiers are used in the Demo (but will be used in the full game). - Fixed missing projectiles on the two horizontal Wall Plant Enemies in the upper middle Grass Room.
UX FIX: Xbox Controllers (and some others) not being detected. Xbox Controllers (360 & Series X/S) should now work. Possibly, this fix may also apply to generic controllers, and maybe even the Steamdeck (hopefully). If you're playing on desktop, please disable Steam Input in the game's Steam settings. We have native controller support in the game already, and we've found that Steam Input may produce unwanted results.
BUG FIX: Previously obtained Upgrade Icons appear as un-obtained in the Map Screen, when loading a save file.
So tiny, that the screen resolution is only 160x90!
Traverse and backtrack through meticulously crafted pixels of caves, jungles, labs, ruins, and more.
Missiles, Claw, Ball-Mode and more!
Equip Microcards to modify your weapons and abilities. Create your own play style.
Don’t worry about saving your progress - the game will create a checkpoint every time you enter a room, and you will spawn back here if you die.
And exiting to the main menu will save that checkpoint to your save file.
Designed for controllers, with fully customisable buttons. Including accessibility options like rapid fire or toggle modes for various functions.
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