In this update I introduce to you the little buggers – the Freezies. They are cute little ice balls that want to hug you. Don’t keep them long on you though, as they will start freezing you slowly. Your lives will start turning blue, and if they all become blue you become frozen. The more Freezies you are carrying, the slower you move too. And the only way to get them off, is to shake them off by jumping from a great height.
I also started working on the new ice world to host the Freezies and other enemies. It’s already looking great with the ice platforms reacting to the light, snow particles, more slippery platforms, distorted reflection in the background… but it’s still a work in progress and far from finished. New enemies and more tiles variety will be added soon. Here are some concepts from Samuel Suarez that I will be turning into the enemies for the ice world in the coming update(s).
This update is only available in the Early Access version and not in the demo. On Steam this will be available in March. So make sure to add to your wishlist 😉
Added new world for ice theme – Alaska. Experimenting with new tiles for ice. Less friction when on ice tiles (can have mixture in a level).
Crystal Distortion for Alaska background
Added snow particles for Alaska.
New enemy for Alaska – Freezies attaching to player which slow him down and freeze him to death. Shake them off by falling a great height. When you have even just one Freezy, you start freezing slowly (the more Freezies you have, the faster you freeze). The hearts will start turning blue. If all become blue, you die frozen. When you get rid of the freezies attached to you, the hearts start recovering slowly.
Temp music for Mayan world
Fix for bee not behaving properly and wrongly changing state on animation ending. Also fixed transition from going back to idle, and idling on same spot (smoothed out noise movement).
Fix for spider which was coming down for player by seeing through walls.
Fix for delayed sounds not always playing
Fix for mayan guard continue climbing down ladder, when it actually finished.
Fix for when Felicie is carrying Giorgio and meets a wall, position jerks.
Freezies (and other enemies) should not “see” exited players.
Fix for crash if you drop a full health pack (bought from shop) when dying.
Fix for light set up twice in coop, due to your friend actually being a player.
Fix for num enemies killed are not matching in level summary when playing coop.
Fixed Rewind sound keeps playing if you exit quickly after dying.
Refactored crawlers (spiders, scarabs, freezies). Some related bugs were fixes along the way.
Each world has its own difficulty settings for the enemies to be spawned, to make it progressively harder (besides enemies being harder).
Giving enemies a wider seeing range in the Y. Also Freezies can look behind them.
Throwing of spears will only be done when player is running away from enemy.
Tweaked spear throw power of guards.
Sliding throwables (inc. friend) on ice, should take into consideration the friction coefficient of tile it’s sliding on.
In this update, I focused on making the humanoid enemies (like the Mummies and Mayan Guards) appear more intelligent. So now humanoid enemies will hear nearby sounds and start searching for you. The Mayan Guards which appear in the 2nd world will definitely be more challenging. If they spot you, they will also chase you and jump across platforms. But obviously they don’t have your dexterity. Even if they see another guard chasing you, they will accompany him. The Mayan Guards now can throw their spear at you if they see you running away from them. They can also pick it up if they find it in their path. Of course you can also pick up the spear and use it against them.
Besides chasing enemies I also had some fun making the explosions look better. Explosions are fun to do and now there are 8 layers which you can see if you slow down the video. – white flash of 1 frame – star flash which rotates and scales down slightly – objects shooting off from the center spewing out dust clouds – objects shooting off from the center spewing out pixel particles that bounce around the level – bright hot gas particles at the center of explosion – sparks with trails – sparks with intermittent trail – cloud particles going up after the explosion On their own they don’t look particularly fancy, but when you combine them, the explosion effect looks pretty cool now.
Mayan guards now throw the spear at you when you try running away. They can pick it up again if they encounter a spear.
You can pick up and throw the spear. You can get a spear by killing a Mayan guard or let him throw it at you.
Mayan guard can now punch you if he has already thrown the spear.
Also added Egypt mummy sprites for startled, searching, and search futile.
Added more sounds for mayan guard (huh when hears a sound, attack sound, hurt sound, die sound)
Notify nearby enemies of a sound, so if they are aggressive they go into a search state. Felicie will do less noise when landing, since she’s not as heavy as Giorgio.
Fix for explosive fuse sound continuing when it gets under water
Fix for scarab not flapping wings when attacks while was paused
Fixed inconsistency in some Mayan guard sprites where he did not have hand bands.
Fix for trying to put back boomerang in inventory when under water, it would actually be dropped
Fix for “auto use health pickup” option not persisting between sessions (typo in playerprefs)
Fix for pressing action key when near a chest while not playing coop, player would get stuck in walking animation (Player can only open chest in Coop mode).
Fix for when friend dies underwater just before entering the exit, should not allow entering
Boomerang and Spears now break after several hits against the wall
Improved enemy AIs, especially Mayan guards which will try to follow you by jumping across platforms (but they cannot jump as further as you, or do wall climbs).
Visual improvement for explosions.
Do not do collisions between throwables when one of them is idle, or when horizontal speed is so low, to avoid getting stuck on each other in mid air.
If an intelligent enemy (mummy or guard) sees another enemy attacking a player (which might not be directly visible by this enemy), he will also be alarmed and start running towards the same player being chased
Enemies should hear you whistle and will look around to see if they spot you
Coop! Now you can play the single player mode, but instead of the friend being controlled by the computer, you can play it in two.
Hone your communication skills and explore together the procedurally generated levels.
Coordinate your attacks and take down the bosses together.
Carry your friend around but ask their permission or you’ll come across as bossy!
Go shopping to the bazaar together, but remember you have one purse to share!
Open the chest while the other player protects you from peril.
Try it out with some family member! Download the demo now.
Landmine. You can now place a landmine to unsuspecting creatures or your closest friends in multiplayer, and watch them fly off screen! You can find this useful knickknack in crates and the shop.
Added in-game Keys Help. Whenever you are near something, or have a selected item in the inventory, you will see the keys and their respective action. They are also visible in the shop so you can immediately know the item that you can buy rather than having to read the merchant’s description :). Btw, you can toggle this off from settings. You can also adjust transparency and location (top or bottom).
Directional throwing. You can now press up or down while throwing to give it a higher/lower angle.
Improvement for VS Options to select more items at one go. So now you can select all the items when playing multiplayer. You love explosions? Why don’t you start with 10 explosives and landmines?
Fixed issue with entering the name for the first time in Send Feedback. The first letter was overwritten by the second one.
Fix for when there was a space at the end of a multiline (Send Feedback), and would have the cursor not following the text properly (fastforwarded by a word)
Fix for enemies not playing a hit sound when hit by a boomerang
Should not be able to drop rope while vertical speed is not 0
Menu ui elements (like toggles and bars) horizontal offset is now calculated dynamically, so this should solve for other languages which might be overriding the option description.
Offsets for Felicie carrying objects while swimming
Fixed invincibility trail while swimming
Fix for starting with increase hearts in Multiplayer Options (it was creating it as a pickup, causing a crash if you died)
Fix for crash in boss level, when you die and go again to boss level it tries to destroy the stones causing a crash. As reported on gamejolt by Recycled Soul
Giorgio should always be drawn behind Felicie
Fixes for picking up and dropping glitches
Fix for “I can’t leave Felicie behind”, when actually waiting for George. Same for when needing to open chest.
Fix for issue for Giorgio carrying Giorgio on ladder (was on his hat)
Fix for when throwing Felicie so it feels the same like when throwing Giorgio, even when Felicie->Felicie. Also fix when throwing Felicie with back to a wall, it wasn’t being adjusted
If friend dies, while you are with key, level is not generated with a key to pickup
Fix for level number not set properly when playing tutorial, causing issue when completing the infestation level
Fix for showing level 2 (instead of level 1) when going to mayan after killing boss
Fix for crash when pressing replay while fading out
Fixed reducing of credits after losing a life and winning on the next
Fix for picking up boomerang underwater
Fixed collisions between stones and boomerangs
Fix for Felicie swimming carrying offsets
Fix for when underwater, you can go in without the need of carrying friend (especially useful in multiplayer coop)
Fix for jittering Giorgio walk when following and reaches a wall
Fix for throwing crate in a corner teleports
Fix for getting hurt with boomerang when throwing it against wall close by
Fixed issue with urls not opened on windows/chrome
Fix for mayan pyramid in level selector shown with question mark when beating boss for the first time
Strip out any carriage returns from email, just in case as it causes problems on server side
Added a light to boomerang. Makes it easier to follow.
When falling fast friend should show she’s frightened
When friend dies, throwing of items should not be so powerful
Go to next line when pressing enter or tab (especially useful in feedback form)
Make friend run when you whistle. It wasn’t feeling right. Plus when Felicie would run to a whistle, then it would not land near you.
Added friend confirming whistle sound (okay), with a bit more delay before following.
Also to make a whistle know you need to press Action+Jump key together. It was getting annoying to do a whistle instead of picking up or throwing/pickup, especially in multiplayer.
Dynamic splitting of screen of Coop. I had implemented a shared screen for coop, which merges into one when they are close by. It was working very smoothly when players move only horizontally. But it was disorienting when they moved apart vertically and a split of the screen is done. I was thinking of doing a horizontal split of the screen (rather than vertical), but then you would have very little vertical space to play in. So I opted for the shared screen, where the camera centers on average position of the two players. If one player decides to go far away from the other player, then no one would be visible on camera. This enforces the idea of communication and having to work together.
In this update you have a new weapon that you can find in crates or buy from the merchant. The Boomerang:
Be careful when it’s coming back. If you don’t catch it in time, it can hit you.
Also now you can send feedback from within the game. While in a level, just press F8 and you can enter your feedback. The last 30seconds of replay data will be sent (typically less than 200k). Your feedback and replay will be sent to Pyramid Plunge’s server, which will then notify me via email. I can then check out your replay to better understand your feedback. If you provide a correct email address I will be able to reply to you.
This update changes a bit how you process your death :).
You now get to choose which path to take down the pyramid. And like in the old arcade games you have 3 credits (chances) to use when you die. You can choose another path. Or go back to the same level to take your sweet revenge, and also collect your dropped loot and items!
Crawlers were not hitting player
Fix for crash in boss level when rewinding
Fix for Fast-forward sound playing when going to the next level in multiplayer
Fix for blue color selection in MP not replaying correctly
Fix exploding bomb in tutorial in hands gets player stuck in an unsolveable level
Fix for throwing stone at boss. If it hits another enemy along the way it was teleporting
Fix for when invincible, and friend still gets hit while being carried
Fix for jump higher warning triggering in boss when it really shouldn’t
Boulders should break things on their path
Felicie sprites should always be in front (even when playing as Felicie), since she’s thinner
Fix for crash when exiting a room while a gramaphone was playing was trying to stop/add sounds to deallocated structures in replay module
Fix for farting underwater and hitting crawlers was getting them into an invalid non-existent state
Fix mummies acting weird and getting stuck when near a gate
Fix for gramaphone resuming level music when exiting level, ending with shop and level music at the same time
Removed some sounds from George ouch sounds when hitting walls as they didn’t fit
When friend dies, player starts crying
Moved replay timer to the top (as it would conflict with controls preview in MP)
Tweak for coins collected to be taken instantly but also give some feedback of what they picked up
Fade outs of music
Tweaked mummy attack sprite collision box, as while it was hitting friend, I couldn’t hit it properly
Bonus video of my kids giving me a beating in my own game!
I’m super excited to release this build. Also as from this build I will be adding some videos showing the major features in the release.
Release Notes v0.6.7
Instant Replay: Now you can rewind at any time during the game the last 30 seconds, to see what you’ve done wrong. This is super awesome in multiplayer to replay some hilarious chase or near misses. Also when you die, you get an instant replay of your glorious death.
Foreground Parallax Effect to add a sense of depth: You will see some hanging out-of-focus webs in front of the camera to give the fake illusion of depth
Randomized Cracks: Now overlayed on the background to break repetitiveness.
Alternative tiles: Added a second type of tiles, like scaffolding to break the repetitiveness of the main tiles
Added tile bridges to avoid having what appeared to be gaps. After seeing some players trying to jump through the gaps it was time to fix them 🙂
Editable room templates: You can now edit the room templates to your heart content. This is just the first step to have an editor. For now it’s just a text file. If you go to the installation directory of the game you will find a roomTemplates.txt. There is some documentation in beginning of the file. Just open with something as simple as notepad. If you’re going to the edit it, just make a copy first so you can revert. The parser is very strict, so keep the same formatting between the templates. If you’re interested to edit them and need some help, check out this forum thread. Also feel free to message me on Discord
Blood Splatters: Added blood splatters for that gory feel. This really helps with the notion of persistence – leaving history behind you. Ok by default it is off because I think this game is more focused for younger generation. In fact my own kids are disgusted by the blood splatters. The enemies spew out green while if you get hit you will see red splatters.
Explosion scorch marks: This adds a bit of more realism and also adds to the notion of persistence again
Random dark level: A lot of players were asking me for this. I was reluctant to add it, but it was easy to add. So that extra glow stick will come in handy 😉
Progress bar when generating levels. Sometimes the level needs to restart from scratch because it’s not solveable. Instead of seeing a black screen, at least you get to see a progress bar even though it might do a Microsoft thing where the progress bar seems to go backwards!
Drawing of player names in the Won Round screen in Multiplayer.
Precise Jump control toggle: Added option to Controls settings to use precise jump controls (default). To jump higher you just keep pressing the jump key, but I understand that some might want the control of the jump to be easier. So with precise jump control disabled, if you press the jump key, it will just jump to the highest point. It’s off by default, because I don’t recommend it.
Auto-use health pickups toggle (on by default). In the previous build, the notion of collecting pickups and triggering their use manually (perhaps even giving them to your partner) was introduced. However I was noticing that new players were not using the health packs. So I’ve decided to revert the behaviour and if you pickup health packs they are used immediately.
Fixed pause menu so that water effects are also shown in the snapshot take before pausing
Stopped using “she” and “you”, especially because you can change between Giorgio and Felicie
Handle rare issue where entrance or exit could not be placed. It should regenerate the rooms from scratch
Fix for objects causing damage to enemies when hit slowly by throwables (inc stones)
Fix for landing on Mayan with Giorgio (friend) being carried was getting Giorgio hit instead of Mayan
Fix for avatar color selection. Due to typo it was not working as intended. When single player and you select blue, it will now use the default colors, but when in multiplayer will use blue to not be confusing with cyan
Loot should be affected by water when it drops in it
C4 now flashes. It also flashes faster as it gets near it’s detonation. Just a small touch but really helps to know when it’s going to detonate, because the fuse burning up was not so visible.
Explosions are now a bit brighter as I’m drawing them after the lighting pass
Changed the Egyptian mural (although I still need to redo the tutorial ones. But I will soon be revamping the tutorial once again, so I didn’t waste time on it just yet)
This is not really visible just yet, but now the game supports bigger levels. So this will be actually be visible in the next update.
Tweaked multiplayer dying phrases
Tweaked Felicie’s volumes and lift sounds as they were annoying
Level End transition improvement. Nothing major, just some minor annoying stuff which made it look awkward, like glow particles and water rendering when everything fades to black.
Some sounds volume balancing: Giorgio, jewel pickup, splashes, break vase/crate
Player gets hit only if snake/mummy/guard are attacking (others still hurt you if you touch them, like spider or scarab)
I really miss that retro CRT feel, where the sub pixels of the CRT blend together in a way that can never reproduced by the new flat screens. I’ve always wanted to experiment with a pixel shader to make the feel of the game look more retro. And I found a couple of cool shaders on shadertoy that emulate the CRT retro feel. I think the game looks better, although by default it is turned off. For one thing it could be your video card might not support the shader, and secondly not all players like the CRT feel.
There are two versions that you can select from, v1 and v2. I prefer v2 as it simulates even an animated subtle Moiré effect. The bloom effect gives it another touch. You can tweak the shaders to your liking as each shader has it’s own settings. Check out the video of the shader in action. Make sure to switch to full screen to see the effect, but even better, you should just play the demo if you haven’t already :)https://www.youtube.com/embed/sXpHLQkXN64
Since I revamped the menu system, now it’s super easy for me to add another menu. And it’s been a while since I wanted to allow players to customize the multiplayer. Two things that often propped up during multiplayer playtests were the following:
One of the players would spoil the fun by stealing the opponent partner and place her on death traps. Of course this is also the fault of a player leaving the partner unattended. But I thought to add an option where you can disable stealing opponent friend.
The other one was that players thought they can throw their partner at each other to steal their coins. But honestly I thought that was kinda weird to have in the game. But since players seem to expect that, I have added an option to allow hurting your opponent by throwing your partner at them.
v0.6.6 Release Notes
New Menu system with transitions & icons
Graphics settings included CRT shaders for that retro feel
two different CRT shaders with own settings
Multiplayer settings to turn on (or off) the heat a notch
Can steal opponent partner (default on)
Throwing the partner at an opponent will hurt the opponent (default off)
Enter the players’ names
Start with an inventory item (wip)
New Felicie Sounds (over 100 wavs).
Support for thumbstick in menu
Fix for enemies who have hp 2+ where them could hit you back. Also added more feedback when you hit them by bouncing them a bit with the hit
Do not allow using inventory when jelly fish
French merchant texts were not fitting
Fix for burp not playing due to play random voice over cancelling delayed sounds
Fix for teleport when felicie throws giorgio near a ceiling
I have finally released the update for the early access and demo where you can now play as Felicie too.
Giorgio is too fat to be carried! So she pulls him from his ear haha. She’s more nimble than Giorgio and so you might find her a bit more challenging to control. But once you get used to her movement, you will be zapping faster through the levels (of course if you’re not dragging Giorgio by his ear). Ah yes, she doesn’t fart too, because you know… she’s refined 🙂
Watch the new trailer:
You can now play as Felicie and pull Giorgio by the ear and throw him around
Felicie runs a bit faster when not carrying Giorgio
Voices for Felicie are not complete yet
There are some minor known issues when playing as Felicie, e.g. color of text is not swapped, or if Giorgio dies in Multiplayer it says Felicie died. Will be fixed in the next build.
Re-enabled switcheroo. This is a ghost-like entity rarely found in crates, which will swap the souls of Giorgio and Felicie. So if you’re playing with Giorgio, you start controlling Felicie (or vice-versa)
Warning to press jump button to jump higher. This is to re-inforce the tutorial that you have to keep the jump button pressed to go higher.
Global timer for speed runners. You now get an incrementing timer at the bottom across the levels.
Fix for erroneously swapping player’s x-scale when throwing rope on a single tile
Fix for crash if player gets hit by an arrow while pulling up friend
Fix for disappearing enemy when being hit at the edge (during the delay before it switches direction, causing an image_xscale of 0)
Fix for animated pickups on P1 in multiplayer being off
Fix for crates getting teleporting when throwing them in a corridor along the ceiling (managed to reproduce only with Felicie)
Jellyfish in multiplayer changes color
Dropped loot can trigger traps too. It look quite odd for a red jewel to fall on a switch and it doesn’t get pressed!
Health pickups go in inventory now, so you can drop them to give them your friend. This was quite requested, where players wanted to have more control on health packs, so they can donate them to their partner.
Accept Enter key in menu (suggested by Linux gaming group). This was quite stupid from my part to omit the Enter key to select a menu item 🙂
Disable double kills during boss fights because otherwise scores are too high (recommended by Jonathon)
– “When you step down from the ladder to the platform then Felicie may fall down of the platform. Expectation: Felicie keeps to stand on the platform. https://youtu.be/pRjaHFLFYyY?t=810“
Fixed some ordering of objects and traps
Fixed bug reported by retrome: “Felicie starts to jump after she hit by explosion when you carry her, funny one. Expectation: you keep to carry her or she takes a damage and you drop her down. https://youtu.be/pRjaHFLFYyY?t=1785“
Fixed bug reported by retrome: “Arrow hits Felicie when you carry her but she takes no damage. Expectation: Felicie takes damage and you drop her down. https://youtu.be/7V0rUSqrg9E?t=1973“
Fixed bug reported by retrome: “Felicie jumps through the wall. This may cause a game over. Expectation: you drop Felicie down near yourself. https://youtu.be/pRjaHFLFYyY?t=424“
Fixed text misalignments for all languages
Fix for boulder weird scaling when stops on a particular direction
Fixed inconsistencies with explosions. You can now destroy chests with bombs. Also sand dunes and spider webs will be removed by explosives. Even gates, switches and launchers will now be removed. Also tweaked coin effects of explosions.
Fixes for window height when entering name
Fixed for blinking eyes in tutorial (reported by Jonathon)
Fix consecutive kills rewards
Mummy walk had a missing frame for a leg
Fixed issue with enemy keeps running
Fix for weird size of screen when pressing F1 (not easily reproducable)Also if surface of pause screen is lost, then we resume to avoid crash. Spotted by Retrome. Thanks for the testing!
Fixed issue with scrolling friend when near explosion and being carried. Also solved potential problem when a thrown object of the explosion kills someone.
Boulders and other stuff should not be destroyed when they hit you while invincible
Fix for p1 gamepad disconnect, but p2 gamepad doesn’t get moved to first slot
Fix for throwing friend, but when sliding was not hitting enemies
Crate without a flipped question mark
Fix for teleport when friend is blinking and thrown in a corner
New Tutorial Explanation Backgrounds
Updated translations (inc for demo)
Update Gesture animation to be Carlton’s dance (awesome for taunting in MP)
Vases rotate slightly when thrown and break on contact
Throwables now do not collide if sliding speed is too slow
Animated exclamation. Also Fixed issue with exclamation doing “shadows” in the top-left of the level (due to rendering issue)
Made enemy pause at the edges
Made mummy to comes walk faster at you when he spots you
Show version in menu instead of game. Show details in game only with F2 toggle
When climbing, carried objects should be near hand
Showing “perfect” faded out in level summary and made sure it fits in all languages (although for now I kept it untranslated)
Tweaked deceleration when throwing on land (Also Experimented with controls while throwing in mid-air but reverted and didn’t commit that, as it felt fake)
I finally added the new graphics for enemies in the Egypt world. I also updated some other Egypt world graphics like the mural and doorway. It’s coming together nicely. The Mayan enemies will be next :).
Here are the full release notes for this update v0.6.1:
Polish language support
Added sound for throwables bounces and slide
Dead body landing sound
Show Play As although disabled for now
Friend Falling in mid-air animation
God rays from open chest
Dead bodies are now in their own layer (they were appearing behind ladder/door)
Throwables should hit even if they are sliding (including friend)
Fix for remaining alive (running away) after being killed. Should also fix issue with occasional running away after dropping
Fix for incorrect direction of dead bodies when killed enemies
Multiplayer – Light fade out when exiting. Also when jellyfish, light of friend is disabled
Fix for German death reason sentence
Fixed collider for spiders/scarabs when cornering so they don’t touch you if you’re on the other side of the corner
Fixed issue reported by retrome regarding ladder climbing up/down fast when ladder is near a wall and you press direction keys
Typo for !myid in Russian
Tentative fix for collision detection with enemies, where enemies with hp 2 would not report the second collision if falling on their head twice, if using a normal GM collision event.
Fix for friend not getting hurt when still dropping in mid-air and being hit by an arrow
Fixed typo in text said by merchant when he says Welcome Back
New Enemies Graphics (For Egypt). The Demo for Steam Festival will only have Egypt available
New Boss Graphics, boss end animation
Revert “Fixed issue where you couldn’t pick up just spawned loot” – it wasn’t behaving as expected
In the boss level only, Dead enemies will fade away and spiral dust come up
Some sparks coming out of torches
Improved Lightning from teleport and zappers
Friend now gets hit if thrown against enemy which isn’t killed (hp > 1)
Breakables now break even if dropped vertically. Also tweaked frictions
Increased slightly loot colliders
Update Egypt Mural
Added glows to angels
Updated create and vase breaking sprites
Do not break stuff with friend if not too fast (i.e. not really thrown at her)
Updated Merchant graphics
Loot sound muffled the further away it is
Avoid generating murals behind entrances
New Egypt Door Graphics
Chest is now the same for multiplayer and singplayer (loot only)
Tweaked prices for shop
Avoid friend blur when falling vertically and not being thrown
Tweak to volume of coins and loot drop and also changed dead body land