Full notes
Full Tunnel of Doom update
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What changed
- Compatibility
- Fixes
- Gameplay
- Store
Tunnel of Doom changes
Thanks to all of you who took part in the recent beta weekend! Your feedback has been invaluable in making changes that will make the final version of the game a more enjoyable experience. Rest assured, I've read every comment and viewed every minute of video available online (yes, even that one 5 hour long Twitch stream!).
The overall response has been positive. However, some things clearly needed improvements. Here are a few of the things addressed in the final version.
Tutorial Enhancements
Added examples within the tutorial on suggested cannon and obstacle placement within the room. Further dialog has also been introduced to explain the various systems in more detail.
GUI Enhancements
Build mode shows which room objects are 'low' and 'high', making it easier to understand which areas the cannons can shoot over.
The incoming enemy entry points have additional animated arrows so they are not overlooked.
Collision Enhancements
Player melee weapon hitbox is more generous, making it easier to hit those pesky critters and other small objects.
Player is pushed away from ground holes. You will no longer fall into these by accident but on your own accord.
Player jump roll has consistent iframes in place for collisions with all enemy attacks, including projectiles.
Other Enhancements
Player movement and melee swing is a bit faster by default.
Player is rewarded with extra gold on the next game, depending on how the previous run went
Secret room traps no longer catch you by surprise. Secret room loot potential is now also better.
Added "Brightness" and "Borderless Windowed Full Screen" settings.
+ Numerous other small changes and bug fixes!
Thanks again to everyone that took part in the beta!
Antti
Source
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