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Curvining Culmination Update

Hi. :]

  • Added some new puzzle levels: Vibe (i2), Switch (i3), Cycle (i5).
  • Added and tweaked a bunch of room mechanic hints to make things a bit clearer, particularly in the levels that revolve around you solving a mystery puzzle (such as those that contain clues or solutions outside of that level).
  • Tweaked the colours of island 5 so should generally make things more readable.

The main purpose of the update though was to continue where the last update ended, tweaking and changing the island 5-8 levels to make them shorter but sharper experiences. Generally removing unnecessary redoing of stuff, in particular for the late-game action orientated levels which were perhaps more of a test of endurance than skill.

Level Change Log

Note some levels have also changed islands.

/// Island #1

  • Proximity: Changed the mechanic so it's now a logic puzzle. Removed phasms.
  • Sequence: The stone's now better resemble the island pillars. Added an extra puzzle element.

/// Island #4

  • Checkered: Souls are much easier to see.
  • Glade: Removed phasms.
  • Slide: Puzzle moved closer to camera so easier to see/hit.

/// Island #5

  • Link: Level length reduced. Phasm speed increased. Circling platforms speed decreased and are now linked to souls.
  • Unveil: Level length reduced.
  • Blind: Level length reduced. Layout tweaked to add a puzzle element.
  • Stalwart: Level length reduced.
  • Pitfall: Level length slightly reduced. Tweaked the mechanic so there's much less waiting around.
  • Volcanic: Level length reduced.
  • Portal: Level length reduced. Tweaked layout so it's more interesting.
  • Shroud: Level length slightly reduced. Removed big phasm.
  • Tumble: Level length reduced. Removed big phasm.

/// Island #6

  • View: You now start the level viewing one of the two needed perspectives. Pattern is easier to remember. All superfluous objects fade out when you view from a correct perspective.
  • Impetus: Level length slightly reduced.
  • Series: Jump height slightly increased. Phasms removed.
  • Plummet: Souls are much easier to see.
  • Reactionary: Souls are much easier to see.
  • Nocturnal: You now have echo location.
  • Wave: Phasms removed.
  • Puppet: Jump height increased. Soul platforms don't fade away.

/// Island #7

  • Duality: Repurposed into a logic puzzle room.
  • Escalate: Level length reduced.
  • Amp: End spinning platforms don't spin quite so fast. Jump height slightly increased.
  • Blink: Level length greatly reduced. Solid platform added next to soul.
  • Extrude: Level length slightly reduced.
  • Grinder: Made it more obvious soul blocks directionally destroy adjacent block.
  • Maze: Level length reduced. Slightly easier to see souls through walls.
  • Treadmill: Level length slightly reduced.
  • Erect: Level length reduced. Phasms reduced. Platform rise speed increased.
  • Undersway: Level length reduced.
  • Macular: Level length reduced. Phasms removed.

/// Island #8

  • Collateral: Big Phasm replaced with 4 souls. Collateral shockwave made bigger. Jump height increased.
  • Ripple: Level length reduced. Jump height increased.
  • Journey: The room names of those that contain the maps are now displayed above the relevant stone.
  • Bypass: Level length reduced. Jump height increased.
  • Time: Level length greatly reduced. The platforms only move when you move. Phasms removed.
  • Shy: Level length reduced. Bobbing platforms fade away when landed on. Jump height increased.
  • Pedestal: Level length reduced. Wind speed slightly reduced.
  • Presence: Level length reduced.
  • Bombard: Phasm spawn rate increased but they move slower.

Enjoy. And let me know if you have any issues or suggestions to improve levels. :]

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