In this update, I’ve added 2 new maps, and the previous 3 were enhanced graphically. Also the speed run scores are operational. Play now or read more for detailed info of this release.
Considering that the seriously annoying part of the development of this game was solved the past week, I could spare more time with graphics and music.
Graphic options.
Hey, who the heck did believe that this game was going to look like in the previous release? Now this is a final look. But it comes with a cost. The background and some glow effect might delay the game in weaker system.
So, now during the pause menu you have the option to turn off/on the background (toggle background) and turn on/off the lava glow (toggle lava glow). Use these settings if you experiment some serious delay compared with the previous version. These setting are global, so once you enter a new level, you won’t be able to see the background if it was set to off in the previous level.
Speed Run
Also, in the pause screen you’ll note a toggle timer option. This will show/hide a timer. The timer is always running, you can’t actually turn it off. It will pause and resume conveniently during your pauses, load times and transitions. Whether you show it or not for your timing is your decision. By default it’s not visible. Once visible, you can drag it to the position of your preference. The settings will be saved from level to level. I hope this will be a valuable tool for those who are taking the speed run challenge.
The time you take to finish the game is always measured, so at the end you’ll be awarded with a speed run rank. Once you save your info, your score will be also checked for the previous high score section as usual. If you quit the game, your time will be ignored. No cheating 😉
Well, a full week online and the high scores table is already filled. That was fast. This is the first time I deliver a game in this fashion. Usually I’d finish everything but I consider this very convenient for my current free time. I’ll make incremental upgrades little by little during these months, kind of like I used to do with my comics. The more obvious upgrades would be the new maps. Plus some new stuff that it’s too soon to announce now.
The original Deep Abyss had 15 levels. I must admit, they looked very challenging on the cell phone, but that’s because the character was totally hopeless, he couldn’t double jump, and he’d die in long falls. When played with Bass, the levels seem very easy for me. Also, there were no enemies in the original maps, and that’s why these ones look so empty. Fear not, I’ll take care of that in the future.