Good news, everyone! We’ve pushed out an update to everyone’s favorite flappy Zelda simulator today, so go play it right now!
Since we had a pretty small window of time to work on Lonk’s Awakening (the idea didn’t come up until a week before Flappy Jam’s deadline and I only really had the weekend immediately before the deadline to code it), there were a handful of features that we were forced to leave on the cutting room floor. I think some of those ideas might have been a little outlandish from the start and we’ll probably leave them on the cutting room floor (or some mutation of them might appear if we do a mobile version, as a few people have requested…).
However, there were a few other things that were already mostly implemented when the game launched, so I just took the extra couple steps to get them fully functional and now you have a fancy new version to play!
Lonk’s Awakening Version 2.0 Changelog:
Add two new items, but they won’t pop up in the rotation during normal play! Hint: It may upset the old wizard man, but maybe you should go cold turkey on the equips for a little while
Added keyboard controls, as many have requested! Up arrow key flaps, Shift key uses “usable” items, and Left/Right arrow keys switch between “usable” items
Added tutorial signs to better illustrate the controls for new players. These signs will display either keyboard or mouse controls depending on which you used to start the game, both from the title as well as the game over screen
Added extra text to the game over screen to more clearly remind players that they can retry quickly with double-click or spacebar. The “double-click to retry” function was present in the original build, but I didn’t make it very obvious
Added more sound effects for certain items (Mirror of Trust, Pelican Boots, Bam Bag)
Added extra animations for certain items (Bam Bag)
Minor UI tweaks to account for keyboard controls
Changed some item names
Extended ending sequence and added ending theme song
Hey guys, we’ve got a totally playable build of Crystal Control ready for you today! Aren’t you excited?
Much like Dikdik, this is a two player, one keyboard affair (although, this one also supports two Xbox 360 controllers, if that’s more your thing). The title screen will tell you all the controls you’ll need to know, but if you let the title screen simmer for a bit, you’ll be treated to a fairly informative overview of the game’s mechanics. Does anyone else miss attract screens as much as I do?
While Colin may still have more art assets in the works, the game is still a blast in it’s current state, so please, give it a shot and let us know what you think! If you happen upon any bugs or strangeness, don’t hesitate to click the “Submit Bugs & Feedback” link to the right of this post! You can also leave us a comment on Facebook or shoot us a tweet on Twitter. We’re not picky.