Full notes
Full Egg Ascent update
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What changed
- Gameplay
- Compatibility
- Performance
Egg Ascent changes
Added “egg tiles” and “player tiles”
Player tiles stop the player from walking through them, but allow eggs to pass
Egg tiles do the opposite, allowing the player to walk through but not eggs
Checkpoints
Added checkpoints to the insane levels and the secret level
Holding ALT while resetting a level will reset your checkpoint and bring you to the end of the level
Menu Toys
If you found those secret little egg people that would show up in the main menu when they were collected, those are menu toys
I’ve completely overhauled the system and made it so instead of having to find the secret spots in levels, you can unlock toys by completing all levels in a world
I put so much time into this system because I want it to serve as a sort of achievement system, you will be rewarded with fun menu toys if you complete certain levels or find certain secrets
As of 0.6.0 there is the 3 egg people you can unlock by completing all of the levels in the first 3 worlds, as well as 1 secret toy
I replaced the secret egg people with something new that I haven’t fully implemented but it is worth checking those spots again
New timer settings
Added toggles to show level, world and game timers
With this you can disable world and game timers and only show the level timers
Color blind mode
Threw this together really fast, will definitely improve it in the future
Simply adds unique shapes to the different colored eggs with the goal of differentiating them without their color alone
Normal eggs have nothing, portal eggs have a full circle, sticky eggs have a hollow square, and bouncy eggs (currently unused) have a straight line
Work in progress level progression
Most of the work on this isn’t shown in the game yet as it’s still in progress
The only change added this update is needing to complete every normal level of a world to unlock it’s hard mode, rather than completing every level in the game
Unlocking insane levels is still the same, beat every hard mode level of a world
Unlocking hard mode or an insane level now saves the game so you don’t get the popup a 2nd time
Planning out normal level progression, probably won’t implement until 1.0; you will only be able to play 3 uncompleted levels in a world at a time. If you haven’t done the tutorial for a world you are required to do so, but after you can skip around a little. The next world will also be unlocked if you have 16/20 levels completed. Been thinking about how I’d implement this for a while now since I obviously want the game to be speedrun friendly and this kind of messes with full game runs. If it becomes a problem and people want to run the game while skipping levels I could implement a mini level select that you can open within a level.
Old portal level number changes
portal3 → portal4
portal4 → portal5
portal5 → portal6
portal6 → portal7
portal7 → portal19
Level changes
egg7: remade end, completely remade hard mode
- egg9added 2nd spring to end of level, completely remade end of hard mode
- egg10completely changed end of hard mode
- egg13added walls to prevent from skipping entire level, remade hard mode
- egg15changed hard mode to stop from skipping entire level, kept skip in normal level
- key3tweaked hard mode
- key11lowered the door
- portal0changed positions of eggs
- portal7added arrows pointing to golden egg, made golden egg closer, looks more like an S, added cannons and egg tile to hard mode
- sticky1added small new section at end of level
- sticky7removed spiked in the beginning, added a spring at the end (made easier)
Tiny key changes
Tweaked door opening jump, you will now always be boosted upward if unlocking a door with a key in your mouth while in the air, if you hold DOWN you won’t do a little hop :)
Changed position of key collision when being sucked, this should prevent sucking keys through walls and keys getting stuck in unsuckable positions
Updated controller support
Changed the way controller aiming works, you are now able to grab eggs that are behind other eggs
There’s a cursor controlled by the left stick, the further you hold the left stick the further the cursor is aimed in that direction
Feel like this is the best way to implement controller aiming but it still feels really bad so I’m probably just going to give up on it here lol
Will probably add controller support in the menus at some point but I wouldn’t recommend using a controller to play this game at all
Smaller changes
Tutorial text boxes now show the proper keybinds instead of just the default
Added “save debug times” setting, allows you to toggle whether or not times will save if on debug mode
Made so you can right click to teleport to a portal egg after you’ve shot a different egg, before if you shot a portal egg then any other egg you wouldn’t be able to
Added fps cap option to settings, set to 60 by default, can set to 0 to uncap
Fixed sticky egg jump buffering
Hitting escape on the main menu now gives a prompt to close the game instead of instantly closing it
Turned down volume of cannon & cannonball sounds
Added way to toggle discord rich presence, either go into your savefile and change the “rich_presence” variable under “Settings” to false, or use the “discord” console command, think it was causing a crash on windows 11
Source
Changelog.gg summarizes and formats this update. How we read updates.
