Curvinings Update

Ilamentia

Ilamentia is a mysterious abstract puzzler where you must first discern the curiosities before resolving them. Some levels focus on brain-melting logic, others rely on sharp reactions, many more will test the limits of every facet of your cognitive faculties.

Hi. :] There's now a Screen Shaders option which allows you to turn off all the various island theme screen effects, such as the fuzziness in island 1, visual glitches in island 3, the super high contrast effect in island 2, etc. I also removed the ghosting effect from island 8 since it was rather a bit much really. The Motion Sick option will also now turn off the souls that appear on your HUD. Previously when playing the game for the first time you were greeted with all the controls shoved in your face and you were pretty much left to figure out everything yourself. Instead now the controls are given to you as you go along into the first level. So when you first start it just shows the Movement controls, then when you reach the first pillar you're given the Jump Above key, then when confronted with the Coddle level it now instead gives the Emit Interaction key, and the remaining keys are in the first level itself. There's some other changes to the first level too now so there's less chance of things going awry for you when learning the basics. The phasm is gone, the original platform is extended, the first soul is impossible to miss, the other souls are invisible until you activate their platform, and in the tutorial the first invisible platform starts visible. In previous patches I've attempted to make the first island levels more inviting to newcomers, which in turn created a rather sharp difficulty curve going from island 1 to islands 2 and 3. So in this update I wanted to tone down the islands 2-4 and just generally went through the first four island's levels tweaking and changing to improve things. In some cases I just reduced the amount of souls needed to be collected so there's less unnecessarily redoing of stuff, or in the case of the more puzzle orientated rooms reduced or removed phasms and platforming. A fair few rooms have also been swapped around, such as the Map level which was previously on island 1 was causing a lot of headaches for newcomers so it's been moved to a later island. In some cases entire levels were redesigned, such as the Realms level which has gone from what was a challenging platformer level to now not involving any platforming at all. I'm quite liking how some pretty meaty levels have been slimmed down to become shorter but sharper experiences. I may possibly do the same to the islands beyond 4 too... not too sure yet and I'd have to come up with some new levels perhaps. I guess I'll wait and see what people think of the changes so far. [h1]Level Change Log[/h1] /// Island #1 - Coddle: Phasm removed. Initial platform extended. First soul position moved closer to path. Souls stay invisible until their platform is activated. - Flee: Less phasms. Added an extra platform to make the final solution easier to spot. - Drift: One less soul to collect. Changes to make the souls easier to see (they don't move upwards, activate closer, and the shockwave becomes larger as you complete the level). - Sense: The phasms have been removed, instead if you go the wrong way you hear a noise effect and the souls reset. - Path: Some visual changes and less platforrming (can jump further and smaller platforms have been added around the larger ones). The solution has been made a bit easier to spot. - Sequence: Phasms removed. - Pressure: Can jump further. Platform sizes increased. Less platforms to make the puzzle a bit easier and the souls are activated sooner so you have more time to complete the level. /// Island #2 - Subsist: Can jump further. - Teleport: Two less souls to collect. Can Jump further. Platform sizes increased. - Spire: Slightly fewer phasms. - Vortex: Can jump further. - Realm: Redesigned so there's no more platforming. - Harmony: Removed extraneous activator and soul block. - Knock: Redesigned so the puzzle is more intuitive. - Aerial: Big phasm removed so there's no more time limit. - Focus: Two less souls to collect. Removed platforming. /// Island #3 - Fade: Phasms removed. Two less souls to collect. Faders swap upon soul collection. - Spring: four less souls to collect. Tweaked positioning of springs so it's more fun. - Facade: Two less souls to collect. Platform sizes increased. - Persistence: Two less souls to collect. - Circuit: The circuit is a bit easier to follow. Extraneaous activator removed. - Roil: Phasms removed. - Order: Made a fair bit shorter. - Storm: One less soul to collect. // Island #4 - Spiral: Can jump further. - Convert: Two less souls to collect. Platform sizes increased. - Crowd: Phasms are slightly slower and start closer so easier to hit. - Asceendant: One less soul and phasm. - Fluke: Can jump further. - Planes: One less plane to shift through. Second soul easier to collect. Safe platforms added. - Cling: Made a fair bit shorter. Big phasm removed so there's no more time limit. Tweaked the ending so it's more interesting. - Domino: Two less souls to collect. - Slide: Extended the platform around so it's easier to see the back. Added a border to the edge of the picture so it's easier to tell which bits go where. Starts the level with some pieces finished. - Infest: Two less souls to collect.