05 is here!

[h2]tldr; [/h2] [list] [*] Track 05 is now live! [*] 9 patches in 6 days, plenty of Controller UX buffs [*] 1154 finishes on Track 01 [*] 19 track 04 ninjas [*] 6 Tower climbers [/list] Next Fest is coming to a close, and it's been awesome—a HUGE thank you to everyone that checked out the game. It's scary to build something and show it to the world; and I couldn't be more grateful for all of the positive comments, the constructive criticisms, and the silent ballers that gave Ballest a shot this week. Thank you. Now, here's what changed this week. If you want to see the patch notes as I push updates, please join us in the [url=https://discord.gg/HtWWAbsB8C]Discord[/url]: [h2]General: [/h2] [list] [*] Added a first-time user "How To" controls graphic [*] Adjusted the respawn camera angle [*] Increased leaderboard preview to top100 [*] Leaderboard now refreshes automatically after you get a new high score [/list] [h2]Controller buffs: [/h2] I didn't test the controller experience nearly enough going into the demo, but I think it's on par with KBM for gameplay, now. Menu navigation still has a ways to go. Gameplay: [list] [*] Added separate controller inputs for forward/back, left/right. [*] Added a "Center camera" input to redirect the camera towards your movement direction [*] Increased default sensitivity by 20% [/list] Menus: [list] [*] Footer now shows focus and interacts like you might expect [*] Closing popups now resets focus like you might expect [*] B & Back buttons now navigate like you might expect [*] B & Start now close the pause menu like you might expect [*] Items in settings now show focus and interact like you might expect [/list] [h2]The Tower[/h2] Feedback on The Tower is SO interesting. Players tend to be pretty frustrated with it until they have that moment where a trick that took them 20 tries is suddenly a breeze. The Tower intended as an Only Up / Deep Dip style experience, and I think the difficulty is just about right. In the full game, we will have a variety of Trials that build the skills you need to take on the Tower. When we fill out the Trials, I expect the Tower will be a breeze for people that have completed them. With that in mind, the full Tower will likely be about twice as tall. ːsteamhappyː [list] [*] Added arrows where the path was unclear [*] Added a graphic fly-in that names each distinct section [*] Fixed a handful of textures [/list] [h2]Track 04[/h2] This track is pretty controversial. It's very different from 01 and 03, which tend to be the favorites. I wanted to show parkour & climb players that I will have tracks for them, but I definitely missed the mark on introducing this track. This track style isn't going away, but I need to rethink presentation. Either way, I promise there will plenty of flow tracks for the speedsters out there :) [list] [*] Locked 04 behind author medals instead of gold. This track is way too hard for how easy it was to reach, causing a lot of frustration for players that cruised in and hit the wall. [*] Added arrows where the path was unclear [/list] [h2]Localization[/h2] Only 35% of our wishlists are from the U.S., and that is super rad. If you look through the leaderboards, you'll see names that suggest all sorts of nationalities. If you're playing in a language other than English, please let me know if there are issues that you'd like me to fix! [list] [*] Adjusted Italian translations based on feedback [/list] [h2]System:[/h2] [list] [*] Turned jump sound volume up by 50% [*] Turned default master volume down by 20% [/list] [h2]Crashes:[/h2] Crashes are more common than they should be. I don't have logs in the game yet, so it's tough for me to pin these down. I've added checks to reduce the frequency of these crashes, but a full investigation will take time. This is a big priority before 1.0. [h2]Bug fixes:[/h2] [list] [*] Fixed an issue where sensitivity and invert X/Y didn't apply until restarting the track [*] Fixed an issue where pausing during hte pre-race screen caused players to get stuck [*] Fixed an issue where menu buttons were hidden if the player changes settings and didn't restart before finishing a race [*] Fixed an issue where setting a master volume saved it to your music volume preference instead [/list]