Quetzal Demo Update | Including a New Level!

Quetzal's Call

Dive into a mystical realm in this Latin American inspired, fast-paced precision platformer. Experience reactive gameplay as you overcome tortuous obstacles with creative solutions, master your skills, and defeat bloodthirsty stone creatures to uncover ancient secrets.

Quetzal just got a shiny new update! We have heard your feedback and done a few changes including bug fixes, control additions, environmental visual improvements and a brand new level! [h1][b]Discord Challenge[/b][/h1] As always, [b]we have prepared a challenge [/b]for the new hidden level that is hosted inside of our Discord, so if you would like to participate, join our server: https://discord.com/invite/RBwTHd2xW6 See below the complete changelog: [h1][b]Changelog | Demo Update 0.2.5[/b][/h1] [h2][b]Features[/b][/h2] [list] [*] Environment design overhaul: 1. Birds 2. Flat background procedural abstract shapes to make levels feel less empty 3. Added small waterfalls to checkpoints. [*] Added vegetation elements to all the levels. [*] Added several hidden rooms to the game to offer more depth and context about the game world. [*] Level Select menu: levels are unlocked once you enter them for the first time. [*] One new challenge level at the end of the demo. [*] Added Discord and Wishlist buttons to the main menu. [/list] [h2][b]Bug Fixes[/b][/h2] [list] [*] Fixed issue where double jump was cancelled after a short time. This was very noticeable in long jumps/falls. [*] Fixed issue where getting hit cancelled double jump. [*] Fixed rare glitch where Primal Fireball did not work because the bullet instance had been killed. [/list] [h2][b]Improvements[/b][/h2] [list] [*] Added UI sound feedback for better navigation. [*] Made a small light shine from the player to improve visibility. [*] Implement support to aim Primal Fireball with the left joystick as well as the right one. [*] Improved spike visibility to distinguish from grass. [*] Increased spike hit sound effect volume to offer better auditory feedback. [*] Balanced Tybso Fiba boss fight by changing his pattern slightly and adjusting max HP. [*] Added “hold to skip” functionality to credits. [*] Improved d-pad support, as it was skipping inputs before. [*] Improved hazard glimmer algorithm to make them more visible. [*] Enhanced bullet VFX for better visibility. [*] Slight level design rearrangement to make experience less frustrating. [/list] Please reach out if you have any issues or questions!