Demo Version 1.15: See You At The Movies


Lights! Camera! Action!

The movie world "The Public Domain" makes it debut on the sepia screen! Enjoy parodies of various 1930s movies that should have entered the public domain now (hence the name), presented with realistic film grain and color palette effects (that you thankfully can turn off).

This is the largest level in the game, more than TWICE as large as the previously-largest one and with an absolute bonkers amount of stuff to collect (just doing a final acceptance test play with speedrunning tricks and dev knowledge took me 2 hours). On top of that, there's a giant batch of bugfixes and quality of life fixes.

Full Changelog

  • The movie world has been greatly expanded, with all 3 movie levels finished. The grand finale where you confront the director is still not done (like many other half-finished levels you still don't have access to the movement tech you'll be needing to get there)
    • New Level: Plane Insane! Try out the new vehicle system, but make sure to not get traumatized by the horrors of war!
      • New boss: UFO Queen! Can you deal with a danmaku boss when you're still forced to obey the laws of physics?
    • New Level: Steamboat Dracula! Blood runs deeper than water, but why pick one or the other? New weapons, new accessories, and new food awaits you in this award-winning exercise in platforming!
      • New boss: Draculinda Battory! You'll need all help you can get to survive a vampire's power!
    • New Level: **** Happens! Revel in toilet humor in the Seven-Mile Sewers, but take care around the traps or YOU will be the butt of the joke!
  • Added a system to indicate currently unobtainable Crystal Burgers as such on the level-select preview. If they're crossed over by red "Work in Progress" text, they're not in the game yet.
  • Fixed a bug where you're allowed to buy weapons even if your inventory is full.
  • Changed collision mask of jumpthrough platforms so it covers only half the tile instead of the entire thing, should make it harder to randomly get stuck on the sides of one. (I'm always scared when changing fundamental physics though, please tell me if you spot something acting weird)
  • Fixed bug where storing ANY weapon would unequip the current one, rather than the currently-equipped one only.
  • Fixed a SUPER ANCIENT bug with how dialogue box text wrapping was computed, if this lead to any dialogue box overflows anywhere please let me know (I've spent a couple hours re-reading text to make sure nothing obvious slipped through but there's no guarantee I caught them all)
  • Extra important Nexus tweak: shaft connecting Grandma Goat's area to main Castle Town was a pain to navigate, redesigned it to be more interesting + possible to navigate without wall jump ability.
  • Added some geometry to Bread Ruins hub bottom left corner so you can reach the warp easily with a walljump instead of having to go all the way around.
  • Added some geometry to the half-unfinished parts of Castle Town so you can reach Queen of Being Organized (and Cheester's hideout) without spellboosting, it should also be more obvious how to walljump to get there now
  • Bullets blocked by an enemy's shield / armor now visibly and audibly bounces off instead of just dissipating.
  • The dialogue option to shoot Saltman in the middle of his dialogue now actually DOES that instead of it just being implied.
    • In the future doing this might have plot consequences since it´s the only path he realizes you ALSO have one of the Seven Rings.
  • Fixed Berserker's Shroom not working as intended (it removed the knockback SPEED but you still lost control until you hit the ground), now you properly will keep going without being interrupted for the duration of the buff.
  • Fixed all throw-type melee weapons having no gravity whatsoever even when they were intended to
  • New little sidequest to expand Serri & Dan's selection.
  • Hopefully fixed issue with Batswoopers getting stuck in the floor. (Checked for collisions in the wrong direction because I'm stupid)
  • Added support for enemy hitboxes to work differently for flying enemies (being centered instead of extending upward), the difference matters because of how Game Maker sprite rotation works but I'm not gonna bore you with the details. Some enemies (haunted books, balons, etc) will have their collisions work slightly differently so please tell me if they glitch out in new unpredictable ways!
  • Fixed Cursed King's hitbox being too small after adjustments, so shots fired at his head would just phase through dealing no damage.
  • Nerfed Burger-UFO attack range, should hopefully make getting shot from offscreen less of an issue.
  • Fixed all Big Balons having red eyes instead of matching their aura color like the small ones do.
  • New accessory: Orb of Ga. Reveals enemy names and exact HP. It's in the same set as the Orb of Midori and Orb of Akari, so it might have some other purpose too...
  • New accessory: Cube of Socrates. The human world has forgotten, but Socrates invented the wooden crate that has since blessed every videogame in existence.
  • New accessory: Umbrella. Increases effect of all drink-type recovery items, stacks with the Red Nose. Miranda finally has an useful item for sale!
  • Red Nose nerfed from +100% healing item boost to +50% boost since it also provides light. Umbrella gives a +100% boost.
  • Recovery-improving accessories are now also reflected in the previews (they show actual healing instead of just the base value).
  • You can now stack multiple coin-magnetizing effects to attract them faster and from a greater distance. Magnet effects now also works on big coins (but not Carrot Coins because that would let you bypass the challenges to get them)
  • You can now grab onto ladders by pressing DOWN as well, it's needed for some new level design where you can climb ladders through one-way platforms (I mostly added this because having a one-way platform on top as a safety net feels natural but the system didn't support this).
  • Fixed infinite loop / visual glitch issues if you grab a ladder from the very end of its hitbox so you immediately fall of it when climbing movement is applied
  • Fix the animation on Liontamer / Vampire Incapacitor looking really ugly (I forgot to test it)
  • Renamed Vampire Incapacitor --> Vampire Bonker so the name fits in the inventory menu
  • Vampire Incapacitor is now armor piercing.
  • Flag Gun now has no recoil and also had its animation cleaned up
  • Changed certain Wild West style house roof tiles' type from decoration to ceiling-slope (so collision is now different), they now work upside-down and you won't get lose all your speed jumping into the solid tiles from the side as a result. (This one forced me to manually replace a bunch of level data so please tell me if I missed some spot and left in random fuschia rectangles!)
  • Toilets in The Public Domain's hub now have proper privacy, rewrote some dialogue in this area.
  • New NPCs in Castle Town to give you hints for Blast From The Past unlocking puzzle.
  • New secrets and lore in Ancient City. (Including hints to other secrets)
  • New Cheester lore.
  • New Nexus supersecret.
  • Fix Redemption Bread being priced differently in one store which meant the total amount of spendable Carrot Coins was inconsistent.
  • Collectibles hidden behind a fake foreground wall will now not be marked on the map anymore unless you have something that reveals hidden items, so the secret won't be immediately spoiled if you open the map.
  • Fix Magic Yarn not being on the list of items that get indicated on the map.
  • Added systems for non-euclidean level design. There's nowhere to hide now :)
  • Burgerface's Domain entrance doesn't dump you in a placeholder room of garbage tiles anymore, but there's still nothing to find here yet.
  • Lowered Nuru (slime pillar segment) HP to the lowest possible so even a stray pellet from the shotgun spell should kill them in one hit instead of scattering them weirdly around the spawner.

Files

Burgertale Demo (ver 1.15c) 182 MB
10 days ago

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