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Zipple WorldNewsZipple World: definitive gameplay improvement!
Game update

Zipple World: definitive gameplay improvement!

Zipple World · published 15 Jun 2016, 15:29 UTC

All newsPlayers around this dateRead on Steam

Hello everyone,
we finally achieved the goal that many players asked us for a long time: a stable and solid gameplay, described below!

Improved Zipple intelligence


Now if Zipple reaches the border of a platform, then the frog's run stops!
This makes it IMPOSSIBLE to fall in the void while you run, and you can fall only because of external events (enemies, dynamic rocks of obstacles) or during the jump.

Improved camera


It has been increased the speed of camera rotation, which in this way follows more precisely and quickly the direction of Zipple.
This makes it easier to choose the right direction in the run.

https://www.youtube.com/watch?v=-sshD2ZAtjI&feature=youtu.be
And now, have fun!

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Game update5 Jun 2017Zipple World, destructible rocks and magic powers selection - now live!Hello everyone, we have published the last patch for the version 2.0 of Zipple. Features - Now you can destroy the magic rocks falling into the maze. - When a rock is destroyed, you can select a magic power for Zipple, but the ammo will be set to zero! - Safe possession: now the selected object can't be stolen by enemies, so it's more easy to bring home an object!Game update12 May 2017Zipple World - multiple gameplay improvementsHello everyone, we have published a patch for the version 2.0 of Zipple. Changelog: - House gitfs: random magic powers when you bring home an item. - Gun multipliers: weapons multipliers x3 and x5, for a total of 18 weapons. - Super 'devastating' jump: now with a jump you can kill a large number of enemies, with a magic lethal aura. - Fixed physics for a taken item. - Autonomy: if zero, Zipple…Game update1 May 2017The update 2.0 for Zipple, The Nature Explosion, is finally LIVE!Hello everyone, we have developed the update 2.0 for Zipple, The Nature Explosion, with two new game modes (campaigns). These two new campaigns have been built using a more agile design method, with simpler but independent platforms, each with a 'house' for the village and an enemy base. In this way the labyrinths are more linear and the gameplay is more balanced. For a full documentation pleas…