Update: Version 1.1.0 Released!


Version 1.1.0, or as I've been calling it, "The Merciful Update", fixes a huge number of issues wrong with the game while improving player enjoyment. The first build uploaded had a lot wrong with it, and for a while I set the game page to draft because I didn't want anyone playing the game in its current state. I now feel the game is presentable, and I'm happy to release it.

List of changes/additions:

  • Added an HTML version for you to play in-browser!
  • Overhauled the tutorial, making it more detailed using dialogue instead of just using floating text.
  • Changed the way the fast fall mechanic works. It now instantly sets you to your max fall speed.
  • Removed segments where guiding an Oomy enemy into a mine to continue was required.
  • Added new Launcher level element to replace the above mentioned segments.
  • Added new telegraph for the  Gigaze enemy. Text now appears on the wall before the first instance of one appearing, hinting at how the Gigaze enemy works. The Gigaze also now has a shaking eye overlay that increases in intensity and visibility depending on the Gigaze's current speed.
  • The Heavenly Bubble power no longer hits per frame, but instead once on contact.
  • Added two new bonus tracks to the post-game Arcade's jukebox.
  • Modified the way difficulty is handled. "More checkpoints" is now the standard. Where "More checkpoints" once was, is now the player being given 4 hearts instead of 3.
  • Attempted to remove a lot of unfair jumps or confusing sections.
  • The number of wings the final boss has is remembered on player death when playing on a difficulty that allows for checkpoints.
  • Reduced the size and speed of Lilith's sword attack.
  • Updated the Charred Castle track.
  • Increased the color vibrancy of Charred Castle and Masochism Road.
  • Updated Heavenly Heights tiles. (Not reflected in screenshot available on game page.)
  • Added two new cheats, both of which are for debugging. One of them is "ratemyframe", which shows your current FPS on screen.
  • Increased the number of deaths you are allowed before it reduces your rank. For a normal level, it increased from 3 to 10.
  • Added Postward the Sign (bestest character in the entire) to the tutorial level.
  • Added new secret in Starry Stronghold.
  • Added the first and currently only collectable item to go along with new secret in Starry Stronghold.
  • Internally overhauled the way the game handles HP and SP. Is not currently noted to affect gameplay meaningfully.

List of Fixes:

  • Fixed Iggy's spinning bubble attack being able to hit you even as the projectiles are fading out.
  • Fixed bug that prevented the difficulty screen from being accessible via the settings menu.
  • Fixed bug that made certain screens disable access to the settings menu under the right circumstances.
  • Fixed a bug that allowed the player to start a new game with a locked power active if it was active on another save file.
  • Fixed some screens not obeying the brightness/contrast options.
  • Fixed bug where one could die to a warp that is under the map, as it counted as a bottomless pit.
  • Fixed issue that may have caused players on a difficulty of 0 to be shot out of the above-mentioned warp type.
  • Fixed a bug where the player could take damage and warp at the same time, allowing them to have 0 HP and be incapable of death.
  • Fixed final boss bomb projectiles being thrown at angles other than straight down.
  • Fixed the special SP effect gained during the final boss battle being carried outside of the fight upon winning.
  • Fixed the special SP effect gained during the final boss battle being able to disappear upon player death.
  • Fixed animation bug that allowed the player to initiate the walking animation against a wall using the waddle animation.
  • HOPEFULLY fixed delta time related issue.

Known issues:

  • There exists a potential way to freeze the final boss' AI by pausing at a specific, seemingly frame-perfect moment that has only been seen and done once. Cause is unknown, and thus hasn't been fixed.
  • It's possible that delta time issues still exist, though it is definitely more noteworthy if the framerate of the game goes under 30 FPS (though the game should run fine on most modern devices at around 120 FPS, anyways).
  • Fast falling may cause the player to clip through small hitboxes while at lower framerates. Chance seems inversely proportional to framerate.
  • Particles being On or Off doesn't affect certain particles. An easy fix, but was caught after all exports and uploads were complete. Almost meaningless to gameplay, and doesn't break game, so fix will come at a later date.
  • Using Opera GX to play the HTML version may cause severe framerate issues.
  • Fredman spotted in real life.

Files

FMJ v1.1.0.7z 101 MB
Jun 17, 2022

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