03/09/25:



  • Redesigned Intro level
  • Created new tiles
  • Updated Tileset
  • Updated Tileset Normal Map
  • Fixed Biscuit’s Lighting bug (made it not shadeable in the shader that changes it’s colour and makes it glow so it’s not affected by CanvasModulate)
  • Made Square and Circle look highlighted so they don’t get darkened by the environment
  • Edited Tileset CollisionShapes to reflect new tileSet
  • Edited Tileset OcclusionLayer to reflect new tileSet
  • Redesigned Lvl7
  • Made Buttons have a special property easily customizable for stuff like 
    • inverting panels after being pressed
    • spawning stuff
    • moving objects
  • Made Multiple objects (Nodes) linkable to the special property through an exported configurable Array
  • Buttons:
    • Created “InvertBoosts” which inverts boost’s direction and rotation as long as they’re linked to the button (only Works with nodes which have both a sprite and an enum boost_direction with possible values “LEFT”/”RIGHT”/”DOWN”/”UP”) (basically just boosts)
    • Created “SecretPath” to hide a node (suggested use: attach a Tileset which is covering a secret passage to unlock it after the button gets pressed)
      • Disables visuals and collisions, 
      • works with TileMapLayers,
      • PhysicsBody2D (like RigidBodies2D)
      • Area2D
  • redesigned lvl8 to work the same way independently of which path the player chooses first

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