In this update8
Full notes
Full Slime Voyage update
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Repeated intro
Hello everyone! Version v0.7.1 is finally here, bringing more polish than ever!
What changed
- Gameplay
- Performance
- UI and audio
- Fixes
- Store
Slime Voyage changes
This update mainly focuses on polishing this game from its... not-so-desirable state. Thank you to everyone who playtested and gave feedback!
Major Polishes:
When you playtest your game 24/7 with bad controls, you unfortunately get very good at them. Thanks to invaluable feedback, this update brings an incredible amount of reworks/polishes to movement.
Notable Highlights:
Added Jump Cancelling
QoL changes to Coyote Time, Jump Buffers, etc.
Consistency across all FPS
Many movement bugs fixed
Consistent Chunkfish hitboxes
Key Additions:
The Movement Gym:
Staying on theme, you can now access the Movement Gym! A place built by devs, for devs, to fine-tune movement.
The Slime Tracker™
A giant orange mass. It's one of the most useful tools I've had in development. It tracks your highest vertical position, leaving a fading shadow at its mark.
New Dev Tiles
You'll see some new tiles in the gym, allowing for easier testing of some mechanics. Such as the No-Ground tile! Implemented mainly for testing wall jumps.
Key Changes:
Speedrunning:
Speedrunners live and die by saving time, so a lot of our runners requested for these features.
Warehouse Prologue Cutscene skipped when Speedrun Mode is enabled
Warehouse Intro Cutscene is skipped when Speedrun Mode is enabled
Warehouse Elevator Cutscene goes straight to Results Screen when Speedrun Mode is enabled
Bug Fixes:
B-Hopping Base Slime having a tiny jump fixed
Volume Sliders sometimes not reflecting true volume fixed
Movement inconsistencies fixed
Permanent camera shake fixed
Chunkfish force players through walls fixed
Current Thoughts:
First, thank you all for playing this game, and interacting with the community. I never expected this silly game to get traction. Unfortunately, that means a lot of cracks were revealed, and it goes to show how you can never playtest too much.
Ultimately, a lot of invaluable feedback came out of it, so I'm grateful.
Future Plans:
Funny enough, with these movement polishes, comes an even greater purpose of it.
I'll just leave this here.
Full Changelog:
Base Slime:
Jump
Now exactly 4.5 tiles tall
Now can Jump Cancel
Emotes
Now tied to 1-9 on Keyboard
Removed random emote option
Added new emote "Cat Ears"
Jump Buffer:
Increased Jump Buffer from (0.1s -> 0.15s)
Jump Buffer now only unloads on Idle State
Sticking:
Increased Sticking Wall Speed"Falls slower"
Holding the opposite direction now instantly detaches
Now only sticks to walls when falling (Y Velocity < 3)
Now instantly sticks to walls after Wall Jump succession"Basically you can still spam wall jumps"
Animation / Sprite changes only happen if not jump buffered"Reduces harsh sprite changes, during instant state changes"
Can't unstick until (0.2s) has passed
Wall Jump:
Wall Jump no longer gains infinite height
Increased Wall Jump Movement Stall from (0.2s -> 0.28s)
Matched Wall Jump Vertical Power to Jump (21 Power -> 4.5 Tiles)"Same as Jump Height"
Wall Jumping now instantly switches to Airborne State
Wall Jumping is tied to Airborne State
Miscellaneous:
Now faces direction solely based on X velocity
Movement options now match current state
Airborne State now has same width hitbox as Idle State
Vertical Correcting raycast now starts in the middle of Slime
Miscellaneous:
Dev Tool: No Dark, now is active even when Dev Tools UI is hidden
Dev Tool: Toggle Debug Console, now is active even when Dev Tools UI is hidden
Chunkfish Hitboxes are now isolated from their Sprites
Added dedicated Results Screen exit button
Main Menu music no longer pauses
Speedrunning:
Warehouse Prologue Cutscene is skipped when Speedrun Mode is enabled
Warehouse Intro Cutscene is skipped when Speedrun Mode is enabled
Warehouse Elevator Cutscene goes straight to Results Screen when Speedrun Mode is enabled
Areas:
Warehouse
Some rooms reworked / nerfed
"Movement Gym" added
Bug Fixes:
"B-Hop" on Base Slime
Volume Sliders not reflecting true volume
Warehouse Fans can clip players
Wall Jump inconsistency
Permanent Camera Shake
Source
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