Full notes
Full Gelatine update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
Gelatine changes
First of all, a small announcement: from this point, the game is shifting from weekly updates to monthly.
The amount of work going into the game will stay the same, but the updates themselves are getting larger in scope and take more time to complete, which makes a weekly schedule way too restrictive.
Starting next month, a new major update will be released at the end of every month.
Moving on to this week's update!
Smart cursor changes
The smart cursor is now much more obvious and intuitive, and can be toggled on and off by pressing CTRL
Trees, gems, plants and mechanical traps will now be targeted by the smart cursor
Underground changes
A new type of enemy will spawn underground: harmless wisps that drop torches on death and make it easier to locate the nearby points of interest
Gem clusters will now immediately drop gems instead of spawning an enemy, which felt a bit weird and out of place
The light from torches will now look less yellow
Boss changes
Decomposer will now shoot a spread of bullets at the end of each "laser fan" attack
UI
The health bar in HUD is now green, to make it more obvious that it represents health
You can now start the game by double-clicking the world in the list
Deleting a world now requires a confirmation
Other
Added a bit of multithreading, which should further help with performance issues on weak PCs. More optimizations coming later.
The "sprint after dashing" ability now works more reliably and won't be canceled prematurely unless you start moving in a different direction
Slightly improved AI spawning and pathfinding
Source
Changelog.gg summarizes and formats this update. How we read updates.
