



🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
- 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.
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.
[ 6084 ]
[ 777 ]
[ 4040 ]