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Full GluMe update
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What changed
- Gameplay
- UI and audio
- Maps
- Fixes
GluMe changes
Quality of Life Update / Definitive Edition
Thank you all for the feedback and bug reports.
First of all, I would like to inform you that there were no announcements of weekly updates because the updates were very short; a general announcement would have been more appropriate.
But there was an update every week!
Changes and implementations:
Hidden mini-puzzles now have a better visual indicator of their location. (It's easier to see them in the dark 🤫)
Completed hidden mini-puzzles now show a gem next to the "P" for perfect level in the level selection screen.
When entering a hidden mini-puzzle, a short introduction is shown with the level name and number, giving a hint of what's coming next, and numbering indicating the order in which to find them.
There is now a pause menu; You can see which level you're on just by pausing, and you have the option to go directly to the menu and directly to the level selection.
Cutscenes have been added to introduce new scenarios.
After the final scene, the necessary amount of progress to achieve 100% completion has been added.
Some animations have been improved, making the game more dynamic and clearly distinguishing what is part of the puzzle from what is just scenery.
Some control functionalities have been improved, preventing bugs in modified controls.
The hidden mini-puzzles are more intuitive, making them easier to understand.
The autosave indicator has been improved, as well as some Steam-specific features, such as the print button and achievements.
The step counter has been changed in some levels, and others have been "nerfed," especially the final levels, making the game a little easier; and no other levels will be altered or modified!
The "block enemies" from the second part now consider the box monsters as walls; if you place a box monster in front of them, they will no longer see you.
All languages now start with square brackets to indicate the language, in case someone accidentally changed languages and wants to switch back but doesn't know how.
Corrections (from all weekly updates):
Fixed a performance issue in stage selection and other stages, to ensure better performance even when playing on a Potato.
Fixed an issue with the spiked carpet causing it to lose synchronization with the character.
Fixed a sound issue in the main menu and in some hidden mini-puzzles.
Fixed a translation issue in Simplified Chinese.
Fixed some bugs involving the analog stick on the controller.
Fixed the sounds of the sword when broken.
Fixed a transition issue that prevented it from completing correctly at specific moments.
Fixed an issue that caused the first enemy (green) to not complete an animation when interacting with the box monster.
Fixed an issue that caused the arrow to get stuck behind the gems and affect its speed.
Fixed an issue with duplicate sounds when destroying a block with bombs.
Fixed an issue where you could stay on top of the falling platform for half a second without falling.
Fixed an issue where the box monster took a little longer to emit the falling sound.
Fixed an issue that made the gem animations heavy/poorly optimized on weaker computers.
Answering some frequently asked questions:
The game functions almost in turn-based mode; everything that happens on the map occurs after the player moves, so everyone can play at their own pace, patiently, to think, or even to rest from a difficult puzzle.
Hard mode limits the number of steps and doesn't add time to finish the puzzle.
All levels were designed for hard mode, but there isn't necessarily only one way to pass the level if hard mode isn't enabled.
Even though nothing will happen in the game until the player moves, the pause menu was designed more to make it easier to switch levels or go directly to the options menu.
Stay tuned for the Winter Sale 2025! 👀 Thank you very much, Solluco. 🐸
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