In this update4
Full notes
Full Cyberpulse update
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What changed
- Gameplay
- UI and audio
- Maps
- Fixes
Cyberpulse changes
As a thank you to all the players who've posted feedback or voiced their enjoyment of the title, I have implemented the following improvements, score target changes, visual adjustments, and bugfixes:
Improvements
Per player request, when you restart a level it now begins half a second faster!
You now see fewer tips on start when just replaying a single level.
Audio rewind for instant replay in Versus mode has been restored.
Some world map links now have nicer animations.
A few bosses have had their level pictures updated to look cooler.
All duel levels now have slightly better endings (without affecting score potential)
Level Score Target Tweaks
Ricochet targets lowered.
Riposte targets lowered.
Precision targets lowered.
Shockwave targets lowered.
Rebound targets lowered.
Evolution targets lowered.
Recompiler targets lowered.
Quickdraw targets lowered by a smidge.
Surge targets lowered by a smidge.
The Maw targets increased.
Note: A handful of player's whose score targets are now over a boundary may see a level unlock next time they open the map.
Visual Balancing
Stationary photon brightness reduced 8%.
Moving photon brightness reduced 6%.
Byte trail brightness reduced 5%.
Small pink bullet brightness increased by 4%.
All teleport zone brightness increased by 5%.
Byte trail flash-on-pickup reduced 8%.
Dimming applied to large groups of bytes increased by 6%.
Bugfixes
Extending lasers now re-extend correctly after hitting a wall.
The player gravity circle reacts appropriately to edge case on-off scenarios like (Sword plus Invincibility).
Circle-related power-ups no longer avoid a dashing player in Versus.
A secret level had it's secret mechanic fixed.
Checkbox options in the pause menu no longer flash for one frame.
Thank you everyone who has recently tried the game and I hope you enjoy your time with Cyberpulse!
Source
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