In this update9
Full notes
Full Super Squash update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- UI and audio
- Fixes
Super Squash changes
Surprise! Super Squash 4.0 has just dropped!
Let's discuss what this update includes:
Visual Enhancements:
Upon re-visiting Super Squash, I noticed there were a lot of areas that seemed quite empty or stale. With this update I tried adding more variety whether it's extra details on the floors and walls or in some cases entirely new lighting; Super Squash has a new yet familiar style that'll hopefully be more pleasing to look at. Let's take a look at some examples:
There are plenty of more changes throughout the designs though I felt like these were the most substantial differences.
Squash Mode:
Squash Mode is a challenging yet fun new take within Super Squash's already existing foundation. You start off as a random character and must complete 5 levels. All of which are also randomly selected. Upon each level completion, you'll be given a set of new challenges for the next level. Here are some examples:
I won't spoil all of the challenges following the later levels but I wholeheartedly believe this is an incredible addition to Super Squash. I've also added an achievement upon successfully completing the mode!
Squash Museum:
This mode is exclusive to owners who paid for the game before it's free to play transition. Squash Museum is an insight on many cut areas and content that never found a place in the game along with some fun trivia! Here's a little glimpse of it:
LOTS of Improvements:
When play-testing Super Squash, my original intentions of re-visiting this game was to address the many bugs and issues that's surrounded the game for years now- and that's exactly what I've done. While there are some minor changes to be made, a majority of the game should feel pretty fluid. Let's go over the update notes:
Update Log:
Added:
Added Squash Mode (5 random levels and randomly selected characters. Each level progressively spawns specific enemy types and alters gameplay elements such as disabling lives, random traps, enraged enemies, lower HP, etc)
Added Squash Museum (FOR PAID PLAYERS) (Jump into never before seen areas and maps which didn't make the final cut of Super Squash)
Added 3 Achievements
Added various details throughout the game (extra background objects, extra colored walls/floors/objects so areas feel different from each other)
Added progression arrows throughout the game (this will help with less instructive areas)
Added footstep sounds (these are disabled by default but can be toggled in the settings)
Added a red glow effect to mission specific objects throughout the game (this will indicate said objects need to be destroyed)
Added new background of main menu
Added fading transitions to the main menu
Fixes:
Fixed the ending cutscene from resulting in a black screen after completion of first level (Terror World)
Fixed an error from occurring when loading the third level of Terror World (through both menu's and cutscene)
Fixed being able to hear footsteps in the distance when loading the third level of Terror World (this also applies to quitting to the menu when on the same level)
Fixed the exit door from being deleted when locating all keys within the third level of Terror World
Fixed the level from changing the character to Butch when acquiring both throwing knives while on Blitz Mode (Hell Wars World)
Fixed Daiku World from soft-locking upon level completion (Both Free and Blitz modes)
Fixed the game from crashing when defeating the final boss (Daiku World)
Fixed the enemy spawn-rate of Hellentusks' second phase (Hectic Trouble World)
Fixed Nightmare Axe from dropping a white cube when being defeated (Hectic Trouble World)
Fixed cutscenes from playing while on Blitz Mode (Hell Wars, Hectic Trouble and Daiku Worlds)
Fixed fire effect from remaining once it's corresponding torch was destroyed (Hell Wars & Daiku Worlds)
Fixed Hectic Trouble & Daiku Worlds from initiating boss fights off-screen when loading specific levels
Fixed the Steel Tranquilizer enemies from permanently slowing the player down when attacked by them
Fixed Lava and Kor enemies from not dropping coins or progressing objective counters when defeated
Fixed various fire effects from not emitting in darker areas
Fixed Kor Nests from des-pawning when in Blitz mode
Fixed Klank's firing effect (it is now no longer green)
Fixed explosion death of Lava enemies (they are now the appropriate color)
Fixed certain HUD elements from staying on-screen when quitting to the main menu
Changes:
Changed Blitz mode's random probabilities (levels across the entire game can now be a starting point rather than the first level of each world)
Changed Blitz mode's level completion (upon completing a level you'll immediately be taken to another random level with a random character)
Changed the HP of Wizard boss in Terror World (lowered by 50%)
Changed Dwenguil's model (it has been replaced with Malfunction II's)
Changed the scale and HP of specific enemies (this is so it's more distinctive which class they are)
Changed fire-rate of specific characters (Klank, LanternMan and Ashira all fire 50% faster. Mairoid's fire-rate was decreased)
Changed the destruction of torches. They should ALL now have the option to be destroyed
Changed both icon and loading screen
Enjoy the update and until next time, stay tuned for future updates!
Source
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