Update Notes - April 6, 2021

Some pretty hefty changes ahead. Quick form: [b]-Improved AI, some basic object avoidance [/b] This will continue to be refined, but you should see some enemies SOMETIMES bee-line towards you instead of just trashing everything around them. Still finding the balance on this. Ive already got some thoughts to improve the system further still. [b]New Level-End System[/b] When you collect every piece of junk, the timer will cut to one third of it's current time (down from one half), should make plays feel a little less arduous. Additionally, [b]there is now an exit-beacon that spawns[/b] randomly on the map. You can feed junk points into this to speed the timer up, and the points are stored in a bank upon level completion. The beacon can be destroyed, if this happens the exit-portal will spawn in a randomly selected area as before. [b]Lowered Menu Music Volume[/b] Sorry yall :P Your SFX and Music volume settings should also stay persistent between runs, the intro music was the only part that wasn't playing nicely for a while. [b]Hopefully fixed stuttering / hitching[/b] Some bugs present themselves in such a way that your idiot-brain says "oh.. this is probably fine.. Im sure its nothing", only to persist and impact players. Never ignore these. A hugely helpful friend and tester noticed that sometimes the game gets into a bad habit of hitching every few seconds, something I've also run into occasionally. I think I've sorted this out, but please let me know if you run into this. [b]"Invisible Wall" in Tutorial[/b] Well lets be clear, the tutorial absolutely sucks at the moment, but Ive atleast fixed the reported "invisible wall" issue. It turns out the camera in this level wasn't rendering a newly created class ("Tall Props"), which is why it seemed like there was an invisible wall blocking the path.