In this update1
Full notes
Full IGTAP: an Incremental Game That's Also a Platformer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
IGTAP: an Incremental Game That's Also a Platformer changes
There's new content, along with many tweaks to the game to make it feel as good as possible. I hope everyone enjoys.
Notable changes:
- LOCALISATIONthe game is now fully translated into: Spanish, Portuguese, German, Polish, Russian, Chinese (traditional + simplified), Japanese, Korean, and Pirate speak.
slight balance adjustments to every course
The pesky 2-spike jump (on course 3) has been nerfed, and is now a 1-spike jump.
dash physics changed to make it feel faster & more responsive
dash cooldown slightly reduced
double jumping with non-jump sources of upwards momentum will now inherit the double jump's speed
art significantly reworked - the entire game should look more cohesive
maximum fall speed slightly reduced
player now has a small amount of inertia. (at 50fps) it takes 4 frames to accelerate from standing, and 6 to turn around
physics are more consistent across framerates
upgrade box names have been reworked to show the total numerical effect of the upgrade they refer to in all circumstances
spring hitboxes are larger
spikes are now less generous, and the player has a 1-frame grace period where they may stand within spikes.
The player is now nudged over small ledges. The amount the player is nudged increases significantly while dashing.
New secrets added.
and of course, there's new content. Have fun playing it.
Source
Changelog.gg summarizes and formats this update. How we read updates.
