Pale Night
Pretty French Games Developer
Pretty French Games Publisher
2021 Release
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive
(14 reviews)
Big demo updateVersion 0.3.6 brings lots of improvements for the game. Most of which are things I could only fix thanks to the many bug reports I received during the recent full game Playtest. Here's the changelog since release 0.3.0 which was the version played during the Playtest.
Thanks everybody!
Changelog - 2022-05-02
Bug fix:
- Fix new tree lights visual being off and on inversely to their actual light.
- Fix double input in main menu when the jump button is the same as the submit button.
- Fix bug where we could move for a second in the transition between baboons village and baboons feast cutscenes.
- Fix incorrect cloud color (was always black since a recent patch for some reason)
- Can now skip the first death cutscene
- Bumping from a mushroom while sliding off a wall won't do a walljump instead of a regular bump jump anymore
- Fix a bug where you could get a black screen (and softlock the game) when dying on a moving platform in very rare situations
- Fix stack of music tracks at crystal boss
- Fix a bug where moving platforms would unstick the character sometimes when sliding off a wall
- Fix a bug where the character could get stuck within the sand when dashing towards a corner while being perfectly alined with the wall because of infinite bounces
- Fix a bug where the character could die when initiating the dig move too close to the wall in third boss during phase 2 and 3
- Remove invisible ground in biome 4 screen 8
- Forces the resolution menu to show the current resolution on first launch.
- Biome 4 boss button will now trigger (once active) even if the player reached it before it was active (as long as they stayed on the button)
- Fix biome 4 boss bridge hitbox so that it can stop light as expected
- Light intensity slider sounds doesn't spam itself when using a mouse anymore
- Momentum should now be kept in almost all cases when exiting a dig section (sometimes it would stick the character to the ground instead)
- Disabled pause menu during area transitions. Pausing during an area transition could hardlock the game.
- Glass tiles in cavern frame 9 where missing a collider.
- Fix a bug where the game would hardlock at the Press Start screen if there was an old save with an incompatible checkpoint.
- Fix an infinite invincibility glitch that could be triggered when spamming dash and jump against a wall for a couple of secondes.
- Fix an other infinite invincibility glitch that could be triggered by quitting to the main menu during a dash.
- Cloud safe spot now cover Pal's center (can't die if only a corner is outside the cloud shape).
- Fix unpause gameplay with menu during baboons feast
- Remove some hidden sand tiles in biome 5
Improvements:
- Clean up main menu social icons.
- Lots of level design tweaks in tree level.
- Crystal boss tweaks (increase buttons size and make them glow, tweaks on the arena)
- Improved lava 4's performances by segmenting and disabling interatible parts (moving platforms, lava spawner, ect...) based on player position.
- Improved lava 4's performances by sanitizing light and shadow layers (keeping the only one that's actually needed).
- Improved lava puddles performances.
- Improved general performances by merging static ShadowCasters into one mesh.
- Add a checkpoint in biome 5 between the two zig-zaging platforms sections
- Added a shortcut to go back to biome 3 from biome 4
- Added a couple of prisms in biome 4
- Slightly changed jump animation to prevent the visuals from looking like Pal hits his head against ceilings
- Reduced hitbox of tree checkpoint 11
- Lava drops are now deactivated when out of reach of player (prevents weird visual with lava drops not moving even when on screen)
- Feedback menu confirmation message now display in realtime seconds (meaning it doesn't pause when activating the pause menu for instance)
- Rounded eyes of Pal, Pook and baboons. Also rounded corners of Pal when digging.
- Remove "corner walljump". When Pal would try to walljump from a corner of his head, it would do a regular jump instead. This was confusing and was removed.
- Fix a couple typos in French language
- Increase shadow area and move checkpoint closer in "elevator" level to make it less frustrating
- Add a few platforms after elevator level to make the transition with the next room smoother
- Light intensity slider can now increase intensity all the way up to 1 (increased the step size)
- Add a text with the recommanded setting for the light intensity slider
- Add hints of the path of zig-zagging platforms
- Increase prism counter size
- Jump button can now be used as Submit action in the menus (allows for the same key to be used for both actions)
- No more step sound when running against a wall
- Prism pickup cinematic is more consistant (only possible on first collected prism)
- Improved mushroom sprite
- Mushroom collisions from the side now bump correctly to the side
- Improved compatibility with old save formats (add current sceneName to save files)
- Increased shadow size by a tile in biome 4 at the difficult platforms section.
- Add full translation for French language.
- Temporarilly disabled map buttons. They were confusing and could lead to loss of current checkpoint progress. We'll fix it and re-enable them in a further release.
- Pook name color is now pink instead of orange
- Biome 4 level design improvements (easier to read)
- Improve clarity of some checkpoints in biome 5
- Improve performances of a specific attack of a certain boss
[ 2022-05-02 16:00:20 CET ] [ Original post ] Explore the world of Vector with
Pal, the last of the Square People, on his quest to break the
mysterious curse preventing him from staying under the
light.
Pale Night is a
styled minimalist 2D adventure with a twist on the classic platformer genre, where your character must avoid light at all cost. Forge your own path through the rich world of Vector with metroidvania elements allowing you to visit the world as you please. Explore sleeping forests, moody caverns, and reveal the tainted truth behind the past of the Vector world.
Key Features
- Classic 2D platformer feelings with tight controls.
- Minimalist and polished art-style.
- Explore the game areas in the order that you please as you gain new movement abilities.
- Easy to learn, hard to master rewarding gameplay.
- Discover the weird inhabitants of the Vector world as you wander about.
- Non-violent game.
MINIMAL SETUP- OS: Ubuntu 16.04 LTS (64bit)
- Processor: Intel Core 2 Duo E5200Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce 9800GTX+ (1GB)
- Storage: 2 GB available spaceAdditional Notes: 1080p. 16:9 recommended
RECOMMENDED SETUP- OS: Ubuntu 16.04 LTS (64bit)
- Processor: Intel Core i5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 560
- Storage: 2 GB available spaceAdditional Notes: 1080p. 16:9 recommended
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