Wall Run is now a full on wall run. I had intended it to be more of a slide to refresh jumps but I've seen so many people thinking that they couldn't wall run correctly. I'm not going to lie
I'd rather just give players more of what they want than explain my intentions. So now you stick to the wall and run along it instead of a slide like movement.
Anyway, holding space on a wall will keep you on that wall for upwards for five seconds now. This will probably be adjusted now but I'll see how feedback goes.
Improved Big Head's boss room. Returned his meteors to their original state covering the entire room and added fire traps as well.
Doors now lock while nests are alive.
Fixed the door clipping issue.
Improved hitching when going between rooms and enemies spawning.
Fixed Bombardier boss room bug locking players in the room.
I know that with the game growing ever more complex people would like to see a minimap. I am working on that at the moment unfortunately the one that I made recently was way too performance intensive. We're talking 40 frames lost in the editor so it could be much better but I'd rather not chance it. So I will keep working on it until I can figure out a way that doesn't require mapping out every level or sucking up all of your frames. I'm sure ultimately I'll have to map every level out and do it the hard way. If that's the case then it will be a while until I finish it.
Also, I put off the resolution scaling system in favor of more important performance optimizations. It's looking like the right call for sure. I will still get that implemented soon but now AI is no longer bogging down the CPU.
If you have ideas for what you would like to see in the game please let me know over in the discussion page or in the development discord channel. https://discord.gg/vWbUZef