An Untitled Story v1.15
Alright, another AUS update wrapped up. No significant new content, but lots of balancing changes a few bug fixes. Here's the changelist (spoilers!):
I found a lot of playtesters having trouble understanding the variable jumping mechanics of the game, so I made sure to add text to explain how it worked. Hopefully this, along with the other various Simple mode changes, will lower the required skill level to enjoy AUS (without negatively affecting the experiences of those playing on the higher difficulties).
I plan on doing another small update similar to this one soon, but more focused on rebalancing Simple mode in the later half of the game. I decided to release what I had right now so the community can report any bugs that slipped past me and give me feedback on the direction I'm going in.
As usual, you can download AUS on my games page. Old savefiles should be compatible.
Bug Fixes:
- Fixed player color being wrong immediately after hatching if you're damaged.
- Fixed slot select screen using capitol 'S' for Simple mode.
- Fixed being able to damage the Grotto eye boss on Regular/Simple by letting it fall on you.
Balance Changes:
- Removed a crusher enemy from a room in SkyTown on Simple.
- Toll booth toll costs reduced to 70% on Simple mode.
- Added text explaining variable jumping early in the game.
- Switched locations where the two shop upgrades appear after you buy them.
- Added text explaining holding jump for max height after you get the red energy upgrade.
- Made DeepTower cannon boss shoot blue fire more frequently based on difficulty.
- Made the DeepTower secret passage a bit less obvious.
- Made three rooms of MountSide a bit easier.
- Made launchers spin slower in MountSide.
- Added more red energy to the first room of StoneCastle.
- Removed some fire jets from StoneCastle on Regular, more on Simple.
- Removed heart door from StoneCastle on Simple.
- Made the walker puzzle in StoneCastle not require perfect timing on one jump.
- Made StoneCastle boss's bullets scatter randomly a bit.
- Made the second screen of the FarFall spike pit a tiny bit easier.
- Removed heart door from the FarFall spike pit on Simple.
- A red energy in the FarFall spike pit is now available on Regular as well as Simple.
- Made SkySand boss slightly easier on Simple and Regular.
- Grotto eye boss can now jump from the middle of the stage as well as the sides.
- Changed the way the Grotto Eye boss's final form behaves.
- You no longer have to divebomb to hurt the final form of the Grotto eye boss on Simple and Regular.
- There are now signs in NightClimb, FarFall, StoneCastle and DeepDive written by the bandit bird.
Graphical Changes:
- Touched up player sprites.
- Touched up other miscellaneous sprites.
- Touched up backgrounds for some rooms in Grotto, SkyTown, StoneCastle and FarFall.
- Made StoneCastle boss lean as he moves sideways.
- Made laser particles match the lasers more.
- Made blue platform particles look a bit nicer.
- Grotto eye boss's eye no longer rolls into the back of his head trying to follow you.
Heist Mode:
- Fixed getting stuck in colored blocks on BlackCastle stage (getting stuck now kills you as it was meant to).
Misc. Changes:
- Corrupt save files are no longer deleted when you try to load them.
- Changed the game's icon.
I found a lot of playtesters having trouble understanding the variable jumping mechanics of the game, so I made sure to add text to explain how it worked. Hopefully this, along with the other various Simple mode changes, will lower the required skill level to enjoy AUS (without negatively affecting the experiences of those playing on the higher difficulties).
I plan on doing another small update similar to this one soon, but more focused on rebalancing Simple mode in the later half of the game. I decided to release what I had right now so the community can report any bugs that slipped past me and give me feedback on the direction I'm going in.
As usual, you can download AUS on my games page. Old savefiles should be compatible.
Labels: An Untitled Story, updates


1 Comments:
If you're still making changes, could you add in a set of options to turn off any ability you have, kind of like how you could in Castlevania Dawn of Sorrow? It would be a fun tool for experimentation and for voluntary challenges.
Post a Comment
<< Home