In this update12
Full notes
Full GatePass update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Gameplay
- UI and audio
- Events
GatePass changes
GatePass Update - Making the Game More Accessible!
I've added many features to improve the gameplay experience! Simply put, my goal is to make "a game that's easy to play even if you're not great at action or puzzle games." Here are the details of the latest update: -------------------------------------------------- Update Summary ① Added extra HP for Knot in boss battles (up to 12) ② Added full-room camera switching feature ③ Implemented Coyote Time ④ Added key configuration feature ⑤ Relaxed portal room unlock conditions ⑥ Added event skip feature ⑦ Updated to Unity 6 ⑧ Added 10 new Steam achievements ⑨ Adjusted difficulty for various stages
-------------------------------------------------- I've also posted a video explanation on Twitter (X) with the same update details.
Now, let’s go through each feature in detail. --------------------------------------------------
① Extra HP for Knot in Boss Battles (Up to 12)
By default, Knot starts with 3 HP. However, every time you lose a battle, your starting HP increases. This allows players who struggle with action games to eventually defeat the boss through persistence. Currently, for every 5 deaths, Knot's max HP increases by 1, up to a maximum of 12.
For players who want a challenge (or aim for achievements), there is also an option to keep Knot's HP permanently at 1. --------------------------------------------------
② Full-Room Camera Switching
In stages with multiple rooms, you can now switch the camera view instantly to see different rooms. This feature is helpful for strategizing your approach.
The camera switching operates independently of the pause menu.
Camera switching is assigned to the left and right keys, while pause menu navigation is assigned to the up and down keys. --------------------------------------------------
③ Implemented Coyote Time
Coyote Time is a mechanic that allows players to jump for a brief moment after stepping off a ledge.
In GatePass, if you fall off a ledge but press jump within 10 frames (1 tile's distance), the game will count it as a ground jump.
Many 2D action games reset your position if you mistime a jump by even a single frame, which can be frustrating.
This feature helps prevent such frustrations, making the game smoother for players unfamiliar with action games. --------------------------------------------------
④ Key Configuration Feature
You can now customize key bindings for both controllers and keyboards.
Additionally, in the tutorial signs at the beginning of the game, the displayed instructions change dynamically based on whether you are using a keyboard or controller. --------------------------------------------------
⑤ Relaxed Portal Room Unlock Conditions
In the old version, you had to clear each stage one by one to progress.
In ver 2.0.0, I have increased the number of initially unlocked rooms. By the mid-game, players will have around 4-5 rooms per world to choose from, with up to 20 stages available at once.
At the start of the game, only tutorial stages are required to be cleared in sequence. In ver 1.1.4, I unlocked all 100 stages, but many players found this overwhelming, so I adjusted the system.
If you've been playing the older version and have progressed far beyond the required stages, your available rooms will be relocked according to the ver 2.0.0 system. Please be aware of this change. --------------------------------------------------
⑥ Added Event Skip Feature
During cutscenes, you can now skip the event by clicking the skip button in the bottom right corner of the screen.
This applies to:
Title screen intro (20 sec) New game intro movie (126 sec) Various endings (66 sec, 80 sec) Credit sequences (86 sec, 217 sec) --------------------------------------------------
⑦ Updated to Unity 6
GatePass has been updated to Unity 6000.0.41f1.
This update removes the Unity logo at startup, reducing the game’s launch time by a few seconds. It also improves loading speeds when transitioning between stages.
Due to the engine update, the credits have been revised to reflect the new software version. (The previous version used Unity 2020.1.3f1.) --------------------------------------------------
⑧ Added 10 New Steam Achievements
These new achievements fall into two categories:
・Defeating each boss without taking damage ・Clearing the stage immediately before each boss
To assist with the no-damage boss achievements, you can set Knot’s HP to 1 at all times via the options menu.
For the pre-boss stage achievements, you need to clear the stage without skipping to earn them. --------------------------------------------------
⑨ Adjusted Difficulty for Various Stages
Here are some key adjustments:
Sign08 & Sign15: Removed time limits on certain boxes.
Sign15, Conv14, Conv15: Changed tile colors for better room distinction when using camera switching.
Lay10: Adjusted the final sign’s position for easier navigation.
Lay11: Shortened a long hallway by 1 tile for smoother movement.
Lay15: Increased the height of the central platform’s ceiling by 1 tile for easier dodging.
Lay18: Reduced enemy count by 2 in the first room and repositioned some signs to improve bullet dodging.
Miki Boss Fight: Reduced falling bullet count by 30%.
Sub Boss Fight: Reduced the third phase's horizontal bullet waves by 40%.
Zept Boss Fight: Reduced "Striped Thunder" attacks from 10 to 5 times. Reduced targeted thunder attacks from 10 to 5-7 times. Delayed lightning and tile-breaking attacks by 10 frames for better dodge timing. Reduced falling sign count by 50% during "Striped Thunder" attack.
Ray Boss Fight: Adjusted angle and size of meteors in "Meteor Dunk" for easier dodging. --------------------------------------------------
⑩ Future Updates
I regularly review live streams and archives of GatePass to find areas for improvement. Additionally, I plan to:
Add hints for difficult stages (like a treasure map system).
Introduce a hidden stage and achievement to make the completion rate 101% instead of 100%. I’ll keep you updated once these features are implemented! --------------------------------------------------
⑪ Final Comments
I've worked hard to make the game more accessible, but as a solo developer, this was extremely exhausting.
Implementing key configuration was particularly difficult, but I managed to complete it.
On top of this, given the sheer amount of work I’ve done, the current price is honestly too low. For example, just Adobe’s annual subscription (~$570) already puts me in the red.
I am considering raising the price after the sale period ends.
I hope my efforts pay off, and more people discover and play GatePass! Thank you so much for your support! 🙏
Source
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