Puzzles
- Removed Omega first puzzle with infinite bouncing from being technically required in Moonwalk, since it is a difficult "lateral thinking" puzzle. This required rearranging several of the other post-Omega puzzles in Moonwalk. The mechanic is fundamental, but it's not so essential that it must block progress with Omega. It's something that is very likely to be (accidentally) discovered in Foreboding or Lemniscate if a player misses it in Moonwalk.
- Removed 2 destructible walls from Omega.
- Rearranged Stomp and Spin in Mjolnir. Now 1) Spin is much more likely to be encountered first and 2) Stomp is more clearly optional.
- Added new puzzle Volley in Pass that focuses on one technique of Pass.Trade.
- Simplified Pass.Trade. It now requires the use of "bouncing" an item.
- Reworked Pass.Handoff. It's smaller and with fewer states, but not easier. Also requires the use of "bouncing" an item.
- Added 2 (end-game) levels to Pass: Termination and Pinch.
- Swap locations of Ebb and Flow in Lemniscate.
- Removed unnecessary fogs from Mjolnir.Propagation.
Music
- Complete overhaul. Before there were some layers for a few of the items (spring, hammer, magnet, cane, bomb, rocket) which played whenever the current puzzle has that item, allowing multiple layers to play at once. All of the layers except the spring were bad, with the hammer and bomb being especially terrible. Then there were 4 general tracks that played for puzzles without any items. These were okay, but they were all made before penguins were even in the game.
- One of the old general tracks is being used for the Ice biome.
- The Ice hub world is an exception here, with a special track that has multiple versions depending on the player's progress.
- Created new tracks for Beach and Desert.
- Created new (temporary) track for Hell. It's suitable for Impossible, which players will encounter very early. But it's not suitable for the Hell world (end of Accumulation spoiler) Vault because it's just single pad instrument that will get old quickly.
Puzzle names
- A lot of puzzles had weird initialism names. These were just random references, which would be a pretty lame discovery for anyone that gets excited about the possibility of a cryptic puzzle. They were just placeholder names at first, but then I had too much fun with it making "read my mind" type puzzle names.
- These puzzles have been renamed. Here are the old names with explanations:
- Old song (mostly pre-90s) references
- AIWWFHM -> Walk And I would walk five hundred more - This world is about walking.
- YSMRRBRR -> Round You spin me right round baby right round - This puzzle involves some spins.
- RM BOHFUHA -> CTA Rocket man, burning out his fuse up here alone - Rocket puzzle.
- UCTT -> N You can't touch this - Hammer puzzle.
- BJINML -> Y Billy Jean is not my lover - Puzzle in Moonwalk with a lot of backwards moves.
- TOM TMO IBG -> SO Take on me, take me on, I'll be gone - Mask item is internally called TAKE.
- AIWWFHM -> Walk And I would walk five hundred more - This world is about walking.
- Movie references
- DYUTWTACOOMM -> Rush Do you understand the words that are coming out of my mouth? - Rush Hour reference because the puzzle is a Rush Hour puzzle.
- WNTGD -> Deeper We need to go deeper - Inception reference because this puzzle has many layers of recursion.
- IAT -> Trapped It's a trap - Star Wars meme because this world is about traps.
- DYUTWTACOOMM -> Rush Do you understand the words that are coming out of my mouth? - Rush Hour reference because the puzzle is a Rush Hour puzzle.
- Game references
- BHBP -> Planted Bomb has been planted - Counter-strike because this puzzle had an immovable animal holding a bomb.
- NYTWP -> Thinking. You can probably guess this one. It's the first puzzle in Lemniscate, which introduces teleporters. Now you're thinking with portals - Portal.
- BHBP -> Planted Bomb has been planted - Counter-strike because this puzzle had an immovable animal holding a bomb.
- Misc
- UDLR -> Movement Up down left right, because this is the first puzzle in the game and it's purpose is just to teach movement only.
- UDLR -> Movement Up down left right, because this is the first puzzle in the game and it's purpose is just to teach movement only.
- Old song (mostly pre-90s) references
- In addition to this, I have actually added a cryptic puzzle based on puzzle names. One puzzle per world has a clue. This game is very much not a cryptic game, so it does not lead to anything useful or particularly interesting. The following puzzles were renamed as a result (not including the ones already listed above):
- Warehouse -> X
- Nest -> P
- Give and Take -> W
- Snagging -> V
- Betwixt -> IS
- Ebb -> E
- Handoff -> ON
- Stuck -> ETO
- Smuggle -> O
- Isolation -> I
- Pneumatic -> TE
- Pinned -> H
- Flicker -> D
- Double -> OWI
- Conduit -> L
- Southwest -> DN
- Warehouse -> X
Bugfixes
- Fixed some rare visual bugs that could occur when doing cursed things in the puzzle editor with flinging items to animals holding items.
- Fixed bug where it was possible to select tiles in the puzzle editor while the hint or permute menus were open.
- Fixed (visual, probably unnoticable) bug where the current state of the superlevel would not load properly on the initial load.
- Fixed (visual, probably unnoticable) bug where the current state of the super-superlevel would not load properly as the superlevel when exitting the current puzzle.
- Fixed bug where loading a backup would not reset the move list.
Other
- Added some small animations to buttons in main menu, pause menu, end popup, journal, and elsewhere.
- Added close button prompt to settings menu. It works as a button for mouse users.
- Added acceleration on key repeat for movement (in menus only, no movement key repeat at all in-game) and undo/redo.
- Added a flash effect to unused color pin-wheel spiral thing when it appears in spots for which its use is required for progression.
- Added new sound effect for lock explosion. It still kinda sucks but it shouldn't be as annoying as before.
- Added another ridiculous Easter egg. This one is for playing zoomed out by a factor of 3. Try it out with GameForAnts. Why? IDK. It did help me notice two bugs regarding superlevels.
- Removed achievement about the unreachable pin-wheel spiral thing that is encountered in Return. Too many achievements too early, and this one was kind of pointless.
Work remaining before releasee
- Music.
- Credits and bonus credits. Please reach out with what you want in the credits if you haven't already!
- Finish adding hints for all levels.
Work remaining after releasee
- Support for playing custom level packs outside of the puzzle editor.
- Steam workshop support.
- Some puzzle editor polish.
Changed files in this update