The SOL Device · build 7012577 · published
To celebrate the 3rd anniversary of The SOL Device, a new challenge pack is being added. This new update has 8 new challenging puzzles to complete and 2 rewards for doing so! More puzzles are also in the works, but I wanted to get these out around the anniversary to celebrate.
Here's a more in depth list of changes to the game:
-The visuals have been updated! Walls are no longer plain gray rectangles. Now they're TEXTURED gray rectangles.
-Jump better! A grace period has been added where you can still jump after walking off a ledge you wanted to jump off of. You'll lose a slight amount of height doing so but it's less infuriating now.
-Challenge levels added. Unlocked after finishing any ending, accessible on the upper right of the main menu room. Only 8 for now, but I have more in the works.
-Timer added, perfect for speedruns. Unlocked after finishing any ending. Usable in the main game and challenges, and starts/stops automatically. The time is saved with the game, but starts counting up while loading in, so speedruns are best done in one setting if you're trying to set a record.
-I had to wrestle the red lasers to get them to behave, you might not notice any differences though.
-Save data has been restylized but ideally you shouldn't even notice. If you start a new game you definitely won't.
-Pink switches and timer switches can now be activated by clear beams. Obviously should have been the case but was never pertinent until now due to how challenges work.
-Concept Art room entry moved like 600 pixels to the left. By that I mean it's now a walk-off exit rather than a door in the middle of the room.
-New options added, unlocked after completing certain challenges:
--The Life Guard that keeps you from depleting HP to 0 via device usage. Beware cooldowns on continuous use functions like the glider and shield.
--Improved HP regen, specifically 1.2x faster.
-Misc bug fixes and optimizations. Not like this game was intensive to begin with, but good coding practice for me.