This update sees the original three Lab levels getting retired, possibly to come back at some point.
I've added four new Lab-themed levels with some new mechanics, a new enemy type, and some other various fixes and changes.
First off the fun stuff:
The Lab levels are now completely new, ranging in size and duration, here's a little preview:
You'll now find some sliding doors in some of these levels. They can damage players, props, and enemies if the door is shut on them, and if either door-button breaks, the door will randomly open and close on its own.
Lab04 has a new level feature I plan to develop a bit more. Its a battery-powered Shock-Pad, which slows and damages anything that enters its field while active. I think there's a lot of potential with similar traps, so you'll be seeing more of this kind of level feature in the future.
The menu has also been revised a bit, eventually I'll have a panel that shows the level stats (length, number of enemies, challenge rating, clears, and junk points).
The level-success screen also got some touching up, but I'll probably continue working on it until I'm 100% happy with it. For now, I think it's an improvement.
There's a new enemy type in the later stages, this character has very high speed and attack, and can blast props well out of place. I've offset this with a bit of a cooldown to his attacks, and super low intelligence.
-Your Music, SFX, and Brightness will now save and load on Continue.
-Weapons now have more significant differences in their knockback, as props can now be moved by attacking.
-The "Blink" ability has been fine-tuned, should be a much better experience.
-Costs for all unlockables have increased, including levels, but suits and helmets now also give the player more HP.
-Revamped the "Alien" music a bit, there were some issues on export that made the bass out of tune with the rest of the music. Oof.