Demo version 1.02: Improved controls + final level experience
Burgertale » Devlog
Got some valuable feedback from a friend test playing the game, so this update has a major overhaul to controller support! Also some additional options (I'm worried about the performance of the water shimmering effect and now it can be turned off) and some level design fixes. (Now you don't need to backtrack all the way to Bubble Trouble if you run out of air refilling items near the end of the demo anymore)
- Accept and Cancel are now separate keybinds (but start mapped to the Jump and Run buttons like before), so if you e.g. prefer having run on a shoulder button you can still map cancel to the less silly B button. Sadly this means the input mapping file format has changed and you'll need to rebind any customized inputs.
- Added support for analog input with gamepads, allowing more precise movement when walking slowly. This can be turned off if you feel it gets in the way, and there's no difference for keyboard controls either way.
- As a side effect of this change the deadzone for gamepad controls needed to be made a lot now more sensitive (previously everything below 50% was ignored), please let me know if this has made the experience worse.
- Added new options: Dialogue typing sounds toggle, Water Shader toggle, High Contrast Backgrounds accessibility option (backgrounds aren't rendered, you just get a black rectangle - with the exception for stage entrances so you can tell where the interaction zone is), Analog Input on/off. (This changes the options file format and will reset options to default. I figured since this update already breaks input mapping files I might as well burn this bridge at the same time! :D)
- Fixed manually toggled (with alt+enter) fullscreen mode reverting to the selected option every time you change any other option. Now the game is only allowed to toggle fullscreen mode once per reset, except when you change the fullscreen mode option.
- Mashing the cancel button now fast-forwards through dialogue (one press fully types out the message, the next closes it). Useful if you accidentally talked to someone a second time. There's a bug where cancelling a shop with the cancel button instantly types out their goodbye message but it might actually be a feature?
- Waste of Space now has an additional Star Duck's in the first big room, so you don't need to get through literally the entire level before you can buy emergency air refills. I have no idea why I thought the original placement was a good idea...
- Waste of Space restaurants didn't originally have shop icons, I forgot to place the map markers. That's fixed now.
- Fixed some issues with water effects + small optimizations (big optimizations probably isn´t possible sadly, but if you experience slowdown the new Water Shader option will help with that)
- Reorganized some stuff in the pause menu (room for a new collectible + turn the deaths/timeouts statistic red to imply they´re bad)
- Fixed ugly misplaced tiles in first Crystal Burger Seal room and Orb of Midori room.
- Fixed rising-falling water at the start of the deep zone of Bubble Trouble reaching too far, washing you away while reading the warning sign which looked buggy.
Files
Burgertale Demo (ver. 1.02) 125 MB
Aug 20, 2024
Get Burgertale
Download NowName your own price
Burgertale
Your life will be turned upside down!
Status | In development |
Author | Yal |
Genre | Platformer |
Tags | Exploration, Fast-Paced, Food, Monsters, Pixel Art, Pizza Tower, Speedrun, Story Rich, Undertale, weird |
Languages | English |
Accessibility | Configurable controls |
More posts
- Demo Version 1.15: See You At The Movies11 days ago
- Devlog 5 - Progress on the Next Big Thing25 days ago
- Demo version 1.14: The Disappointing, But Necessary Update37 days ago
- Demo version 1.12: Happy Halloween! New spooky level! (Also: what's next)44 days ago
- Demo version 1.11: Fixed the "you can't move" bug + a new level!51 days ago
- It's finally here: the Big Story update! Demo 1.10 is live!54 days ago
- Devlog 4 - The Darkness At The End of the Tunnel60 days ago
- Devlog 3 - And The Story Continues75 days ago
- Devlog 2 - And Now For Some Actual Levels89 days ago
- Devlog 1 - Pre-Roadmap and development expectationsSep 01, 2024
Leave a comment
Log in with itch.io to leave a comment.