Post Jam Update
After receiving loads of valuable feedback during the Metroidvania Month rating period (big thanks to everyone who took the time to leave a comment!), we decided to invest a bit of time for a “small” post jam update.
The scope of the update got a bit out of hands, so here‘s a summary of everything that changed.
Polish
We were able to clean up a few rough edges as well as making some of the in game labels pop out a bit more.
Also there’s now a pixel border around active interactive objects which should lead to less confusion when multiple interactive objects are nearby.
Checkpoints
A lot of of people said that the game not having checkpoints, lead to a lot of frustration. So we reworked the respawn mechanism and added checkpoints at a few key points, which can be activated like other interactive objects.
Enemy behaviour
Most of the enemies were updated, to make encounters with them a bit more fair. Most notably:
- Bats will stop chasing you and fly back to their sleeping place if you get far enough
- All enemies received an increased attack cooldown, to prevent unexpected high damage or instant deaths
- Slime enemies have their hit boxes disabled when they die so they can’t block passages
Controller support
It was possible to use a controller before, but in game labels (e.g. interact popup) were not shown correctly and throwing bombs was a bit unreliable. These problems were addressed and there’s an in game overview of the controls.
Disclaimer: The controller needs to be supported by the OS to work with the game. Otherwise you might need additional software to get it to run. We had success playing with a Nintendo Switch Pro controller on Windows using BetterJoy.
Bomb quick select
Bombs can now be quick selected with 1/2/3/4 (or D-Pad on controller) additionally to rotating through them with LMB (or L2)
Map
There’s now a map which shows all visited rooms, as well as the player position, the home position and the position of the active checkpoint (respawn).
Other changes
- Improved tilemap layouts to make traversing a bit easier
- Fix mushroom collision, which led to the player being push through walls
- Saving mechanism was improved to prevent unexpected data loss
- An in-game menu was added to go to the title screen or show the controls
- rename the “play” button to “new game” and add confirmation dialog before overwriting current save file
- Improve how overlapping interactive objects are handled
- fix certain gates and destructible blocks not being persisted
- regrow mushrooms belonging to a room if destroyed, to avoid soft locks
- fix bug where slimes continued to attack the player after being defeated in battle rooms
- limit rats spawned from nests to two active ones per nest
Files
Get Explosive Sewers
Explosive Sewers
Status | Released |
Authors | dardanbujupaj, 4rdi |
Genre | Platformer |
Tags | Metroidvania |
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