Hey there folks, huge update, sorry it took a while to... well, yknow, finish. I had a LOT of things to improve, as you can see from the changelog. This was all done in about a week.

I'm thinking about doing a newsletter or something because after this patch I'm gonna start actually adding all the things I WANTED to be in this demo, so get excited for that!

If you donate to my kofi I might actually finish this game: https://ko-fi.com/makeshiftkaz

Before we get started on what I have improved, I should mention some... known issues, mostly feedback I've gotten or stuff that's still borked that I'd need longer to fix up.
-I am aware that visibility is still an issue even with the changes made, so I WILL be overhauling how the existing levels look to make areas more interesting while also being easier to look at.
-There are still some issues with the escape, especially that damn laser. I need to clean up my code really to actually make sure weird things don't happen.
-Here and there clipping will still happen, I've done all I can to make it happen less but there's a restart button for a reason lmao.
-A lot of level design will probably be changed in Down Under. As it stands, the level is a little bit harsh for newcomers, designed to test skills they won't have without a few playthroughs.


V1.1.1

Patches:
-Ingame counter values no longer carry between stage restarts.
-Restarting in area 2 and 3 of Down Under now actually starts you at the beginning of the stage rather than the beginning of the area.
-It is no longer possible to land on top of the stage above the camera.
-It is no longer possible to fall below boosting speed while boosting, this should make the controls a little tighter.
-Additonal Level art changes have been made.
-Spring sounds are now consistent, and layerswapping springs also now have sound.
-Areas in the tutorial where you could get above the stage have been removed (hopefully).
-Diagonal Spring clipping should no longer happen.
-Fixed an issue with the drill drop floors where they would sometimes not properly break.
-An issue where locked blocks would sometimes respawn during Mayhem has been fixed.
-It is no longer possible to drill while swapping between layers.
-Fixed an issue where nitro boosting while touching something destructible would not actually boost you.
-General code cleanup, with particular interest in avodiing issues with resetting, quitting, or starting levels in the future.
-Fixed a particuarly intense performance issue related to areas with too many physics objects.
-An issue where holding jump while wall kicking would send you mush lower has been resolved.
-Fixed an issue with the camera panning up in Down Under upon leavinmg the stage.

Tweaks:
-Additional clarification has been added to the stage select menu.
-The Wall Kick has been tweaked to be slightly less unwieldy.
-An EDM silhouette had been added to make her slightly more visible behind objects.
-Spincharge Fans in Down Under now have a powering down animation, and actual sound effects.
-Some small level design changes have been made to improve issues with players gettiong lost.
-All debris now flashes in order to give additional visibility to EDM.
-Additional time given by fireworks now displays by pausing the clock instead of simply adding extra time.
-The Results screen now has an end animation.
-The music in the tutorial now loops correctly.
-Time given for the Mayhem in Down Under has been increased by 30 seconds.
-The additional combo meter time given by sludge has been halved.
-Additional dialogue has been added to the tutorial to further explain a certain icon's meaning.
-More Server objects have been added to the tutorial to make it more clear that you have to destroy all of them.
-One of the explore medals was comically hard to obtain, this has been rectified.
-The HUD for the nitro gauge has been reworked.
-Reduced how much additional nitro gauge charge springs give, due to the addition of more skill based ways to earn it.
-Removed wall kicking giving additional nitro gauge charge, for the same reason as stated above.
-The scaling for the ranks were WAY off, too easy to get an A while not even knowing how to play. They have been adjusted. Good luck! Get that S+!
-Boosting is no longer possible mid air, meaning they will no longer interupt your wall kick.
   -Additionally, you can now wall kick multiple times, wuth diminishing returns.
-All variants other than the Sputterdash variant of crashing into a wall have been removed.
   -Additionally, crashing into the wall while Sputterdashing no longer costs you nitrous.
-Tweaked the default camera settings.
-Made a few small changes to the title screen.
-Drones you stand on now react to it.
-Room names have been temporarily removed.

Additions:
-The results screen now ranks your time just below the "ESCAPED" text.
-Game now tracks your final combo and adds it to your score.
-The results screen now has dynamic music.
-A new collectible has been added - "extra drives" - These will allow you to respawn at the beginning of Mayhem.
-A new use for the attack button, "slamdashing", has been added. The Nitro gauge has been tweaked to show this new mechanic.
-A new ease of access move have been added. "wall vaulting" allows you to climb up and over ledges you're close to clearing while boosting or jumping.

