MUPPLED Playtest · published · build 25154394
general:
-new block select UI! right click on the block in your hotbar to open it (and close it)
gfx:
-updated colors light metal block set
-updated colors and shading for dark block set
-updated colors for old dark bg set
-minimap colors here also changed; rest assured, we still have backwards compatability with old map files
-added 'light off' and 'light on' blocks
shift:
-add 1-little_world by gooby
-re-add 1-spooky_slide
-re-add 2-abduction by Mage6018
-add 2-lets_play by fog
-add 2-midnight_heist by Talon
-add 2-woodcut by gooby
-add 3-bush by fog
-re-add 3-quadrants
-re-add 3-speedcubing by Invictaa
-removed 1-indoor_plants by Talon
snake:
-now uses full grass block for the body
spikeworld:
-big difficulty nerf: $10/round -> $15/round
-difficulty nerf: $10 start -> $25 start
-10 stars/round from 0-24, 5 stars/round from 25+ -> 6 stars/round from 0-20
-(observation) money is now finite: $385 to work with from base income and $1200 from stars scattered throughout the level for a max spend of $1585
-stars cannot spawn too close to the world border
-platform is now made of up-facing one-ways
-platforms no longer overwrite stars; a placed star will now stay there until collected
-old spawn platform no longer leaves behind solid blocks
-platforms clear out a 7x7 area of spikes around them (i have found this makes the game much easier)
-spikes cleared by platforms come back when the platform despawns
-platform now 'bounces' around the world: next goal will always be up or always be down until hitting the floor/ceiling, similar to how westward/eastward movement was handled before
-other platform pathing improvements
-colored blocks are no longer recolored from progression, they keep their color from their placement
-color progression (white -> cyan -> green -> yellow -> red -> purple) is now (blue -> cyan -> green -> orange -> red -> random)
-end screen hangs on last frame (export is still the full gif)
bugfixes:
-fixed issue with cell definitions causing map changes to be missed
-shift frame: allow saving shift level anywhere
-shift frame: properly populate metadata when loading a level
-physics: fixed player not coming to a complete stop in no-grav when far from origin