[img]https://clan.cloudflare.steamstatic.com/images//40815655/f409870813c89615c5ceeba87db2177fb55ec7d9.png[/img] I've continued my mission on making the Wall-Bouncing feel better, it should be way more consistent now! As a result I've re-made every Wall-Bounce Ladybug/Astral Section in the game. I hope I did not miss a section anywhere and as a result made some section unbeatable. Generally I'm feeling a bit of a development fatigue now, it's not the best timing to be doing these kind of gameplay altering changes but I want to get them out and finish the changes I've started so I can take that post v.1.0 launch break I have not yet taken. I've been hearing of players experiencing odd stutters happening in the latest patches, let me know if this has been fixed in 1.0.15! Changelog : - Wall-Bouncing boost won't be based on current momentum (it's either normal or super based on wall-distance) - Improved Wall-Bounce vertical boost (much more consistent) - Tweaks done to parkour rooms to fit the new changes - Added some visual effects to Super Wall-Bounces - Spin Mushmovers will auto-turn the player - Changed the name of 'Location Explored' to 'Rooms & Secrets found' to reflect more what that counter does - Made it so you can hover over other areas to see it's percentage - Improved the bind button process a bit - Added a remove bind button - Visually updated the bind screens in Main Menu - Removed the Practice rooms from completion counter - Fixed an out of bounds enemy spawner - Changed how red vines spawn the player a bit (will fix the getting stuck in standup animation too) - Fixed arrow collision with red vines in Lava Temple - Fixed a lever on the map having the wrong ID - Fixed Astral Fragment not showing the description in Inventory