In this update2
Full notes
Full Heck Deck update
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What changed
- Gameplay
- Maps
- UI and audio
- Balance
- Performance
- Store
Heck Deck changes
Additions
Added 4 new characters
Deckard
Tau & Phi
Randal
???
Added 10 new cards in a new category
Foiler
Warp Ring
Bag of Holding
Wisp
Portable Fountain
Sell Hand
Mirror
Pop
Chaos
Convert
Added Card Compendium
The compendium is a collection of all the cards in the game. As you pick up and play them, each compendium entry gains more information such as the card's name and a description of its ability.
The compendium also lists all the characters
Added notification icon to new cards
Helps with filling out the compendium
Added full-speed mode
Can be unlocked and enabled for each character. In this mode, everything moves at full speed regardless of your movement.
Added Redos
Every time you beat a stage, you gain one "redo" for the run. When you die, you can choose to spend a "redo" to respawn back at the start of the level you died on with all the cards and health you had. Certain unlocks and achievements are disabled for the run after doing this.
Added Stickers
Stickers reflect achievements. You can move them around on the title screen.
Added Restock button to the shop
Added multitouch support for mobile
Allows you to hold a finger on the board to move, use another finger to play a card, and return to moving without needing to release the first finger. Makes full-speed mode a lot more friendly
Added visual dots to the cooldown ring
Added yellow outline to cards that will remove a pip upon pickup
Added card shake effect when trying to play a card that can't be played
Added aim guide for Orb card
Added dash trail for most of the attacks
Added flash effect for timefreeze border
Added failsafe behavior to force the next enemy to spawn if enough time has passed
Added rumbling sound during final boss appearance
Changes
Changed "checkpoints" to "practice mode"
You can choose to play a particular level. Beating that level ends the run.
Practice levels are now unlocked upon *reaching* the level rather than beating the level in the full game
Changed Quick Bomb to Free Bomb
Reduced the cost from 1 to 0 hearts
Increased the cooldown from 0 to 1
Changed Timefreeze cost from 2 to 1
Changed Foil card shader a bit
Looks a lot nicer, should be faster too
Changed enemy layout of the first level a bit
Should be a bit shorter and easier now
Changed Exit to Menu button to trigger without needing to release the button
Changed well card toss to trigger on press instead of release
Changed lethal red card border to be cleaner and better aligned
Changed color of purple entities (shopkeeper, final boss, etc.) to have better contrast
Changed enemy pop animation color
Reduced casino’s music volume a bit
Fixes
Fixed music loops breaking under certain conditions (such as switching app processes)
Fixed shop jar incorrectly filling with hearts/pips from the previous shop transactions
Fixed jar health pickups not saving after reloading
Fixed table transition from being affected by gamespeed
Fixed incorrect text rendering on linux
Fixed certain title buttons from being unclickable if selected with keyboard/controller
Fixed controller directional movement causing button presses in certain contexts
Fixed newly added controls defaulting to null
Fixed final boss enemy spawn not dying on win in some circumstances
Fixed volume of card spawning sound effect from bat’s attack
Source
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