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X-YZE

X-YZE

[MINOR UPDATE] v1.02 (actually kinda big)

X-YZE »Devlog

FIXED

  • hopefully fixed most if not all issues with pause menu strangeness
  • fixed incorrect font credit
  • fixed some menu sfx not playing correctly
  • fixed being able to pause during credits
  • fixed game thinking you were in boss/server practice mode if you entered practice mode, quit, then continued a story mode game
  • fixed various minor issues resulting from the "Save Every Room" gameplay option
  • PSN: fixed incorrect boss healthbar capitalization
  • HDD: fixed some room lock triggers being triggerable more than once
  • HDD: fixed Jack-in-the-Box damage immunity flash getting stuck on sometimes
  • EKI: fixed spike desync in one room
  • EKI: removed some tiles that were floating in space in boss room
  • EKI: fixed screen flashing when a Molotov died off-screen
  • CHU: small cutscene fix
  • CHU: yet another attempt to prevent hitching when glitch vfx plays at end of boss
  • PSN2: fixed inconsistent boss wing attack speed
  • PSN2: fixed [REDACTED] sprite not showing correctly during boss wing attack

ADDED

  • new setting to boost brightness of PUR background. a faint silhouette of the level should be visible, but some players saw a pure black background (I was able to reproduce this by plugging my laptop into a TV via HDMI)
  • game version text now appears on title screen and pause menu
  • config settings now wrap around from min to max values and vice-versa (except screen mult)
  • cursor memory for title screen, config menu, and arcade mode screen
  • PSN: added gate to checkpoint 1 that unlocks once you've hit the altar (auto unlocks on room load in arcade mode). this is to ensure players realize that the altars are important

CHANGED

  • renamed arcade mode "full run" to "gauntlet"
    • My buddytoad22484 kept calling "full run" "gauntlet" and i thought that sounded cool so that's the official name now :3
  • made it less likely you'll accidentally skip dialogue
  • reworked How To Play menu
  • HDD: made a room in the first checkpoint very slightly easier
  • EKI: made terminal hitboxes slightly taller since players often undershot when approaching from above
  • EKI: fire now collides with your body instead of your feet
  • EKI: moved boss computers very slightly away from the fire
  • PUR: removed bomb buttons from Clamper room. fight it yourself! it's better this way anyways, trust me ;)
  • PUR: boss pickup orbs are quicker to reach you and easier to pick up
  • PSN2: slightly adjusted bump direction/force for some boss attacksPSN2: made it ever so slightly easier to use a certain strategy for dealing with the boss bullet maze attack. i wonder what this strat could be...?

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X-YZE

Bump combat action with a mysterious short story.

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