[h1]Isles of Sea and Sky - Windows v5.2 Demo[/h1] Due to large changes that impact save files, this version will require new saves. If you would like to continue with a save file for v5.1 of the demo, v5.1 will be temporarily available on the beta branch (See below for more details about how to access it). [b]Bugs[/b] [list] [*] Removed the ability to water clip to get the star on the Eastern Shoal. [*] The Shadow Twin should now properly push against objects when the player moves. [*] Several collision issues with special sprites have been fixed. [*] Most if not all item % issues should be fixed. [*] Dirt piles should properly interact with switches after using undo and reset. [*] An issue with the correct dirt pile color loading on Rolling Rock has been resolved. [*] Fixed an issue where certain tiles would sometimes load incorrectly. [*] Some item pathing issues were fixed. [*] Other small fixes. [/list] [b]System[/b] [list] [*] Features that are resolved (e.g. music puzzle, sokoblock puzzle, etc.) are now removed from the room contents display on the right side of the game map. [*] Start button on gamepad now properly quits out of options menu when in game. [*] L button and select buttons on gamepad added to more parts of the game as confirm / cancel respectively, to ensure game can be played using only the left side of the controller. This is meant to help with accessibility for some players, and maximizing ability to chill with drink in hand for others. [*] Back end improvements. [/list] [b]Gameplay[/b] [list] [*] Big Keys have been replaced with Rune Stones: We have seen a large number of players confused by how big keys worked vs. small keys. The game establishes immediately that keys are temporary, and then has to do a lot of heavy lifting that wasn't always effective to change that perception about big keys which are permanent. [*] Sokoblock puzzle revamped. [*] [list] [*] The puzzle has been reworked to avoid self sabotage when the player is still trying to experiment and figure out the puzzle, as well as frustrating backtracking when the player has figured it out. Both of these run extremely counter to two of my core design philosophies: 1. When approaching something new, the player should be able to experiment and learn in a non-punishing environment. 2. Once a player knows how to solve something, it should be reasonably easy to achieve their goal. There should not be frustrating and tedious steps after a solution has been realized. The puzzle also does not require the reset button any longer. This is another benefit as I don’t really want to have to introduce one time mechanics like that. [*] Not more than one block can start in a perfect position now. I.e. the gold block in a room [/list] needs only to be pushed forward into the closest spot. [*] The pattern puzzle has been tweaked to hopefully make the connection between the two parts of the puzzle more obvious. [*] Rolling Rock: Layout tweaks and updated tileset to match the theme of some other small islands in the full game. [*] Another star and ancient key have been added to the demo. [*] Dirt piles now properly fall into pits when digging into them from a covered pit. [*] Stoney Caverns C1: Upward arrow block replaced with a dirt pile. [*] Crystal Cavern panning speed increased. [*] Star Lock in Stoney Caverns C1 increased cost to 23 stars. [*] The first music note on Stoney Cliffs has been made slightly easier to discover by accident. [/list] [b]Art[/b] [list] [*] Sokoblock symbols added to the gold door so that the positions can be seen even if all symbols are covered. [*] Inert arrow blocks have a new design in order to further differentiate themselves from activatable arrow blocks and help with colorblind accessibility. [*] Added some juice to the digging animations, as well as making them more clear while digging. [*] Added artwork to the main character sprite after gopher gloves are obtained. [*] Revamped the god gem UI with new effects. [*] Items in player’s collection on file screen are now simply drawn from left to right. [*] Runestones have been added to save file UI. [*] Added an art effect for “hiding stars,” e.g. the music puzzle now glows to indicate a hiding star. [*] Other visual tweaks and polish. [/list] [b]Sound[/b] [list] [*] Stoney Caverns ambiance has been separated into the ambiance channel. The volume of Stoney Caverns music and ambiance can now properly be controlled independently. [/list] [h3]Accessing v5.1[/h3] If you would like to finish up an in progress game on the old version: [url=https://partner.steamgames.com/doc/store/application/branches]How to access the beta branch.[/url] Password: WowwieZowwie