A frantic adventure. Welcome to the Upturned Inn: a grand hotel for the dead! You just want to find your room.
[h2]Hello, I'm back with a few more changes to the main game. The first four are the most notable.[/h2]
[list]
[*] Increased exposure/brightness to as much as the game can handle.
[*] Something dastardly happens at the beginning of floor 1430.
[*] Added in a joke/lore around Ik's name (in the friendship survey dialogue.)
- Changed Sobbergritch's name to Mr. Sob
- CURRENTLY there's no easter egg for naming yourself the same as Ik.
[*] Some improvements to caged chompers:
- You can now throw caged chompers without being bit!
- Caged chompers are now always tame when brought through the elevator and won't hurt you.
- Fixed an issue where caged chompers would hurt other enemies long after being thrown by the player, as long as the cage never came to a complete rest.
[*] Fixed a few types of props not interacting properly with enemies and metal detectors.
[*] In the crow level, made the vent hang open as a hint since some people didn't notice it quickly.
[*] Added a few enemies to the mall which weren't there previously
[*] Fixed a softlock in level 27 in which the player could climb over some metal bars and become trapped forever
[*] Fixed a certain dialogue path which would cause Ik to permanently make a smug face.
[*] For some reason, the letter Q was missing from the font used for confirmation in the intro naming screen.
[*] Since I observed that most players are able to beat the level without taking any damage, one final hand now appears blocking the elevator in the art museum.
- Added a checkpoint to the art museum.
[*] In the glass pane factory, any enemies the player did not take care of are now eaten by Shrimp in the ending sequence. (They disappear mysteriously.)
[*] Laser guns no longer charge and shoot while the player's control has been taken away by a cutscene.
[*] Tried to make the area around a metal detector more memorable in the Lil' Nibblers' floor by changing the colors and putting some writing on the wall, since players don't remember to go back there.
[*] Credits now drop the player back into the intro instead of the hotel lobby.
[*] You have to beat the game to play bonus levels now, even if they are unlocked. (This was how it was intended to be from the start.)
[*] The player's jump poof particle is no longer affected by pausing, so it doesn't show up as a white blob in end-of-level elevator cutscenes.
[*] Fixed a softlock in which the player would not have a fuse if they reset to a checkpoint in the plumbing system.
- Also fixed a case in which Ik would say one of Sobbergritch's lines.
[*] Fixed one cabin in the wild west town having a window that was just small enough that some players could not fit through it (while others could, strangely.)
[*] Some medkits were previously not "edible" to Shrimp in levels where he appears and would hurt him instead if thrown at his face.
[*] In the glass pane factory, added in a redundancy for a very rare bug in which the player would not be reset when falling into the water.
[*] In the aquarium, fixed a possibility for a cutscene to take control from the player while an enemy was still attacking them.
[/list]
[h3]Additional patch:[/h3]
[list]
[*] Reworked the furniture production plant floor to be more simple and linear (because I hated watching people get stuck).
- Added a checkpoint to the furniture production plant.
[*] Made it harder to get the key in the aquarium without using box fans and added in a hint.
[*] The boombox (and some other noise-making props) now play from within Shrimp's belly when eaten, as they should.
[*] Fixed a jack enemy not leaping through a tank's glass in the aquarium (even though the glass would still shatter.)
[/list]