Stuff you'll see (Visuals)
- Leaderboard entries that were game wins now have a lil star flair next to their placement
- Time Bonus popup is more prevalent
- Cleaner gameplay entrance
- Removed unnecessary UI sounds on enter
- Combo bar sliiiiiiides in all smooth like
- Removed unnecessary UI sounds on enter
- Updated game finale to be more GRAND
Stuff you'll feel (Design)
Combo Rebalancing
- Before this update combo scoring was calculated linearly as `score = combo * 100`. This essentially meant that 2 small combos (ie, 2x25) were worth the same as 1 large combo (ie. 50).
- Now it uses a more complicated function:
comboScore = (1 - cos((combo * PI)/(2 * maxComboNumber{100})) * maxComboScore{20000}
- If this freaks you out, all you need to know is that larger combos are now rewarded more heavily than multiple smaller combos.
Time Bonus Rebalancing
- Before this update time bonuses were very simple, complete the stage under 30 seconds you get 5000 points, under 60 seconds you get 1000 points
- Now it's calculated using a linear function
timeBonus = min(maxTimeBonus{10000}, maxTimeBonus{10000} - (seconds - startTimeBonus{10}) * step{200} - Simply put:
- Under 10 seconds = 10 000
- After 10 seconds = -200 points per second
- (So at 30 seconds = 6000, at 60 seconds = 0)
- Under 10 seconds = 10 000
Claw BUFF
- Claw now also drops scatter bombs on BITE action while reeling in
Two new Gameplay Settings
- Simple Walls
- Makes walls blank (avoids distracting patterns)
- Slow Wormholes
- Makes travelling through wormholes WAAAY slower
And then some...
- Made porters a bit more patient in end game instead of nopeing out immediately
- Bumped bottom stardust trails on Zone 1-1 down one unit for better symmetry
Than's Backend (Code)
- Made stage hashing no longer generate every change in order to retain leaderboard identifier
- You can now pause and exit the game finale without breaking your run
- Lot of lil bug fixes
- Fixed bug where "CHOMP" button prompt was visible in pause screen / stage outro
- Fixed bug where some rumble effects would still go off even when config specifies no rumble
- Fixed bug where stardust trail score popup values (display only) would leaks into later score popups
- Fixed bug where stardust autopiloting was restricting movement in dangerous moments (this has been causing a lot of end game deaths)
- Fixed bug where directional input mode was not allowing forward eat actions while navigating stardust trail
- Fixed bug where entities being held by worm were not being destroyed on zone completion
- Fixed bug where porters would navigate off stage if travelling wormholes near the edges
- Fixed bug where Sector Select minimap was improperly highlighting the last sector visited
- Fixed issue on low end platforms where countdown (3 2 1) would be inconsistently timed
- Fixed bug where "CHOMP" button prompt was visible in pause screen / stage outro
As always, please reach out with any questions, comments, or concerns! The fastest way is through our community Discord server, but we are also reachable here, via email ([email protected]), or across social media (links below).