Afterlife Reverie+ · build 22866807 · published
So much for finality, amirite?
Mainly for some technical fixes/QOL but I decided to add in a Classic mode. It's not a Hard mode per se but it does make the Superjump return to its previous, much tighter timing and modifies a few levels to better enforce the intended progression. It has its own leaderboard and some new achievements for the trouble.
- Added a Classic mode on creating a new save file.
-- Classic mode recreates the behaviour of superjumps prior to Jump Buffering being added; the trick now has a MUCH tighter window to perform, at two process frames (the game processes physics at 60 ticks per second, effectively giving a 1/30th second window). As it was before v1.2.something, this trick had a one frame window. I generously gave you double.
-- It also makes some slight tweaks to certain levels to better enforce their intended progression, the medals' times remain unchanged.
-- Changed levels are 2-1, 3-3, 5-2 and 7-4
--- These were selected for Classic-specific revision due to rather obvious or simple to perform breaks from the intended path without the use of superjumps or other advanced techniques. Among players, they're the most reported ones where the intended path seems to be circumvented most.
-- Added a separate leaderboard and some new achievements related to Classic Mode.
- Completely restructured the game's scene composition to allow for some of the other improvements here.
- You can now pause in the subworld areas.
- An in-level pause menu has now also been added, letting you resume the level or return to the hub.
- The hub world's pause menu now lets you access Options.
- Added toggle to options menu to disable snow particles on World 6 and certain EX levels.
-- In the recent versions of Godot Engine these have caused issues on certain hardware, including my own laptop. If you have issues with those levels, please do disable it. You're not playing this game for the visuals so may as well have it play good.
- Reintroduced the Leaderboard to the main menu.
-- It now opens the Steam leaderboards rather than an in-game one.
- Removed the topmost closing net trap on 4-3.
-- This made the segment a bit more unnecessarily difficult than intended, meant to guide you to aim for the middle but that's not terribly intuitive, so have a bit more wiggle room.
- Added a bottom bound killbox to Like a Raging Tiger.
- Corrected the Phasing tutorial message when playing with a keyboard (it previously stated to press X rather than C).
- A new general UI theme has been implemented to be a bit more visually pleasing.
- Adjusted the size of the input display to better match the game's resolution.
- Adjusted some tilemaps to not cut off when the camera's zoomed out.
Dev notes:
So, guess I was full of it when saying AR+'s launch would be the end. I have a terrible drive for perfectionism, so don't be entirely surprised if v2.2 becomes a thing one day, but this has been a good refresher on some basics while I work on the RPG project, as well as a much needed break while I ponder what to do with some systems in that. Like with some earlier updates, a lot of this stuff is work from newer projects being backported into AR.
In other news, the game seems a bit more active than ever, there's a lot of new faces on the leaderboard. Thanks to everyone still giving the game a chance. Whenever I have a new game to show on Steam, I'd very much like to offer a loyalty discount of some sort, though I'll sort that as and when.
Of course, if you have any issues do let me know through whatever means are available. This has been a deceptively difficult update to complete so I've likely screwed something somewhere and not caught it.
Thanks again for your continued patronage.