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!