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These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. +A hardcore mode is now able to be started from the main menu. When you die, thats it, you start over. (more changes to come to this mode in the future now that it’s in place) +There is now High Score tracking for hardcore mode. (looking into leaderboards on steamworks) +Your Top Hardcore Score will now be displayed on the main menu +Added a separate scene upon death for hardcore mode, showing current score from that run and top score before shipping you out to the main menu to try again. +Added new music to deathUI’s (ooh chilling) +Switch room now has treasure chest for loot, awards a single powerful power up, ammo and coins. +Added minimap Icons for the Switch Room and the RGB key pieces. They will only appear once Pixel Boy has been very close nearby or after an extended period of time. +There are now destructible objects throughout the environment. These things can be smashed and broken to award coins and ammo. (Link would be proud) Due to this, prices in Resolutia have risen. +Several new sounds have been added to new and old functions -Astral shot should no longer shoot through most walls just through enemies. -When PenGUIN is dizzy shieldspin will now properly trigger damage. -Ammo has been tuned to a lower drop frequency and quantity -Weird unexplained explosion on begining of some scenes should no longer exist. -Health Pots purchased from the shady old shaman now only award five health points per potion. -The enemies HP levels have been re tuned. -Baby slimes should now die+slow when they impact with Pixel Boy, you monster. -Pixel Boys death has become more dramatic and colorful -All bosses have been tweaked and made so that they can no longer be one shot, they should always be a formidable foe now. -Treasure chest icons will no longer appear on the map until Pixel Boy has been close to them. -The elevator will now appear on the map once Pixel Boy has been nearby. -All main menu elements have had their sounds corrected and the about box goes fullscreen now and can be exited by clicking ‘about’ again. -Sorted the scoring system to be more advanced and reasonable, as well, added some new things that reward score -When using the Anvil in the dungeon, and clicking the button to repair you should no longer waste ammo -Decimals have been removed from stats menu, crits and hopefully everywhere. -Really large shield combos should no longer be tossing enemies about. (looking at you turtles) -The trap rooms have had their enemies adjusted and tweaked. -The rushing enemies from the switch room have been removed temporarily. -The scene changing system has been rewritten and should hopefully address all the unusual places people have wound up. -Treasure chests have had their treasure altered. -A weird heat seeker error has been resolved, was causing weird frame rate problems. -Mobs now drop different treasure rates. Most powerful power ups must be retrieved from switch rooms. -Costs of powerups has been in some cases increased dramatically based upon strength -Cost of crafting becomes substantially more expensive as time goes on -Cost of anvils has increased. -Cost of armour crafting has been increased If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. Thanks for the patience and support.
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. +A hardcore mode is now able to be started from the main menu. When you die, thats it, you start over. (more changes to come to this mode in the future now that its in place) +There is now High Score tracking for hardcore mode. (looking into leaderboards on steamworks) +Your Top Hardcore Score will now be displayed on the main menu +Added a separate scene upon death for hardcore mode, showing current score from that run and top score before shipping you out to the main menu to try again. +Added new music to deathUIs (ooh chilling) +Switch room now has treasure chest for loot, awards a single powerful power up, ammo and coins. +Added minimap Icons for the Switch Room and the RGB key pieces. They will only appear once Pixel Boy has been very close nearby or after an extended period of time. +There are now destructible objects throughout the environment. These things can be smashed and broken to award coins and ammo. (Link would be proud) Due to this, prices in Resolutia have risen. +Several new sounds have been added to new and old functions -Astral shot should no longer shoot through most walls just through enemies. -When PenGUIN is dizzy shieldspin will now properly trigger damage. -Ammo has been tuned to a lower drop frequency and quantity -Weird unexplained explosion on begining of some scenes should no longer exist. -Health Pots purchased from the shady old shaman now only award five health points per potion. -The enemies HP levels have been re tuned. -Baby slimes should now die+slow when they impact with Pixel Boy, you monster. -Pixel Boys death has become more dramatic and colorful -All bosses have been tweaked and made so that they can no longer be one shot, they should always be a formidable foe now. -Treasure chest icons will no longer appear on the map until Pixel Boy has been close to them. -The elevator will now appear on the map once Pixel Boy has been nearby. -All main menu elements have had their sounds corrected and the about box goes fullscreen now and can be exited by clicking about again. -Sorted the scoring system to be more advanced and reasonable, as well, added some new things that reward score -When using the Anvil in the dungeon, and clicking the button to repair you should no longer waste ammo -Decimals have been removed from stats menu, crits and hopefully everywhere. -Really large shield combos should no longer be tossing enemies about. (looking at you turtles) -The trap rooms have had their enemies adjusted and tweaked. -The rushing enemies from the switch room have been removed temporarily. -The scene changing system has been rewritten and should hopefully address all the unusual places people have wound up. -Treasure chests have had their treasure altered. -A weird heat seeker error has been resolved, was causing weird frame rate problems. -Mobs now drop different treasure rates. Most powerful power ups must be retrieved from switch rooms. -Costs of powerups has been in some cases increased dramatically based upon strength -Cost of crafting becomes substantially more expensive as time goes on -Cost of anvils has increased. -Cost of armour crafting has been increased If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. Thanks for the patience and support.
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