Big update 0.1
Wow, it’s already been a year since the first version of Chilly Greens! After a much-needed break, I jumped back into development in October to push it further.
There are so many new things implemented… and just as many things still left to do. Every time I set a goal, I reach it, only to find twice as many new tasks waiting for me.
Maybe that’s a good sign or maybe it means this game will never be finished. Who knows? Either way, I’ve spent enough time on it that I even feel okay activating the donation system.
Hope you enjoy the new stuff! Let me know what you think. 😊
Gameplay
New mechanics
- Bouncy block - A brand-new mechanic.
Bouncing off this block gives you a bigger momentum boost. Perfect for reaching distant platforms.
- Rotating block.
We had moving blocks before, brace yourself for rotating ones.
30 new levels
I have expanded from 30 to 60 levels in this update!
Some of the first 30 levels have been tweaked. The new levels introduce fresh mechanics and put creative twists on existing ones.
Shot prediction
Since perspective in an isometric game can be tricky, I implemented a shot prediction system. Now, you can preview where your ball will go when you release the left click while shooting.
It currently predicts almost everything, but I’m still figuring out the best balance to keep the challenge. Possible tweaks include limiting prediction length, introducing unpredictable obstacles, or modifying object interactions.
For now, you can adjust the prediction length in the settings menu.
![Shot prediction Shot prediction](https://img.itch.zone/aW1nLzE5NjU4MjAyLmpwZw==/original/GEy5Jm.jpg)
Ball Reset System
Until now, if you fell or died, you'd have to reset the entire level. Not anymore!
- Every time the ball stops moving, it saves its position as a checkpoint.
- You can still manually reset with "R" if needed.
- To prevent frustrating multi-deaths (especially in laser levels), the ball is invincible after respawning until your next shot.
Quality of Life (QOL) improvements
Gameplay
- The cursor no longer gets stuck at the screen’s edge when pulling for power. You can now drag further to reach 100% power even if your mouse hits the boundary.
- Camera rotation added. If you struggle with perspective, you can now rotate the level slightly using the Left/Right arrow keys or Q/D.
- Unified camera zoom and position between levels. All levels now use (almost) the same camera position and zoom level, making the game feel more consistent and improving overall readability.
UI
- Updated level selection screen. You can now preview levels before selecting them!
- New in-game menu. No need to return to the main menu just to change settings.
- Improved tutorial. The tutorial is now spread across multiple levels to introduce mechanics progressively.
- New settings options. Added shot sensitivity and shot prediction length customization.
- Sadly removed the funny little hand in the menu for now. I still need to refine the art direction.
Miscellaneous
- Replaced the Godot splash screen with a personalized one.
- Not for you but I added a back-office tool so I can easily tweak level information.
Bugs & Fixes
- Major code optimization. Drastically reduced lag at the end of each level.
- If you shoot while the ball is still moving, its current velocity is now taken into account for the next shot, making movement feel more dynamic and natural.
- Improved ball physics. The ball now only checks for relevant objects (lasers, bouncing, moving platforms), improving performance.
- Ground collision detection now uses raycasts instead of relying solely on
move_and_collide
. - Fixed a bug where the ball could get stuck on a moving platform if it moved in the same direction.
Edit: Post update 0.1.1 – Small Fixes & QOL Improvements
- Alt + Enter now toggles fullscreen (apparently this is a thing :)
- The cursor is now locked inside the screen while playing.
- Drag controls now align correctly with the game’s perspective, making aiming feel more natural.
- The tutorial has been updated to reflect this change.
- Fixed a bug where you could reset the ball during the end-of-level animation.
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