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Steam News15 July 20196y ago

1.3.3 is live!

Hi, everyone! I learned quite a lot of new cool things related to programming since I released Duck Souls here on Steam, so I decided to take a whole week to make everything I can to improve the game experience a bit mo

Full notes

Full Duck Souls update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions3 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
addedHi, everyone! I learned quite a lot of new cool things related to programming since I released Duck Souls here on Steam, so I decided to take a whole week to make everything I can to improve the game experience a bit more. Here's the list of changes/additions included in this update: Patch notes 1.3.3
changedCheckpoints. You don't need to restart the whole level if you die anymore, instead you will spawn close to the last checkpoint you activated.
changedImproved level selector. Hold a directional key for 0.5 seconds to quickly navigate through all 100 levels in the game, no more key smashing to go from 1 to 100.
changedWall jump forgiveness. Now the game will grant you 0.1 extra second to perform a wall jump, even after you leaved a wall. This is good, because most people rather press a directional key before the jump button, so this is not a problem anymore.
fixedFix for a few visual glitches. For some strange reason, a few effects were not present in the game, like the warp distortion during the character dash skill, but now I'm sure everything is included.
addedBetter SFX audio quality. I used a new method to import the audio file into the engine, everything should sound crystal clear now.

Duck Souls changes

addedHi, everyone! I learned quite a lot of new cool things related to programming since I released Duck Souls here on Steam, so I decided to take a whole week to make everything I can to improve the game experience a bit more. Here's the list of changes/additions included in this update: Patch notes 1.3.3
changedCheckpoints. You don't need to restart the whole level if you die anymore, instead you will spawn close to the last checkpoint you activated.
changedImproved level selector. Hold a directional key for 0.5 seconds to quickly navigate through all 100 levels in the game, no more key smashing to go from 1 to 100.
changedWall jump forgiveness. Now the game will grant you 0.1 extra second to perform a wall jump, even after you leaved a wall. This is good, because most people rather press a directional key before the jump button, so this is not a problem anymore.
fixedFix for a few visual glitches. For some strange reason, a few effects were not present in the game, like the warp distortion during the character dash skill, but now I'm sure everything is included.

Hi, everyone! I learned quite a lot of new cool things related to programming since I released Duck Souls here on Steam, so I decided to take a whole week to make everything I can to improve the game experience a bit more. Here's the list of changes/additions included in this update: Patch notes 1.3.3

  • Checkpoints. You don't need to restart the whole level if you die anymore, instead you will spawn close to the last checkpoint you activated.

  • Improved level selector. Hold a directional key for 0.5 seconds to quickly navigate through all 100 levels in the game, no more key smashing to go from 1 to 100.

  • Wall jump forgiveness. Now the game will grant you 0.1 extra second to perform a wall jump, even after you leaved a wall. This is good, because most people rather press a directional key before the jump button, so this is not a problem anymore.

  • Precise dash system. There's no more variation in the dash range, the character will always move 128 pixels forward.

  • Fix for a few visual glitches. For some strange reason, a few effects were not present in the game, like the warp distortion during the character dash skill, but now I'm sure everything is included.

  • Better SFX audio quality. I used a new method to import the audio file into the engine, everything should sound crystal clear now.

  • New HUD icons. With the new checkpoints I added a new “flag” icon and also changed the old “arrow” icon to a “trophy” icon, so the main objective became more evident.

  • Dynamic colored dash sight. It was a bit tough to predict where exactly the character would land after using the dash skill, so I added a “sight” that will always show an inverted color compared to the background.

If you have any problem or find anything that seems "out of place" leave a comment here, please. Thank you very very much for everything! :pinkneonheart:

Source

Steam News / 15 July 2019

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