Slidestep is fundamentally confusing because you have to memorize what direction the different colored squares are going to move in. By changing the squares into arrows that point to the direction they are going to move in, hopefully the idea of the game is much more obvious.
This update is a complete overhaul of the main menu and level editor. The look of the main menu has been changed from having a spinning ball to a cube, since it fits the theme much more. There is also an addition to level completion. After a level ends there is a screen that shows your score and time taken to beat the level. This is meant to give better closure to beating a level.
The level editor now uses a different method for choosing level parameters. Instead of typing into a textfield, you click an arrow to add or subtract from the value.
Swift Circles deserved an update to some of the level design. The endless levels mechanic has been removed. It scaled way too slowly and had no real purpose. There are now a limited amount of levels 1-25, where levels 21-25 are the hardest and unlocked after getting all of the stars in the previous levels. The slider circle mechanic has been made a bit more forgiving and easier to pop. There is also a counter for how many circles are left in the level. This will make it more obvious as to how long the level will last. Hopefully this will add a bit more polish to the design of the game.
This update is another polishing of the tutorial level. It should now be very difficult to lose, since the game pauses, if the note is too close and you are about to lose. The tutorial level music has been reworked and improved upon. The settings menu is also changed to look better with the theme. The audio visualizers have been changed to move to the beat instead of the music clips frequency bands. This was changed due to the fact that it is very difficult to make audio visualization look good and this was the simpler choice. The ending credits were also removed to be more mysterious. Hopefully a new player will have an easier time adapting to the mechanics now.
The level editor is finally done. There was always a way to create levels though text files, but it was too confusing. Now there is a way to create them in game. They get saved to the game directory with the name of the players choosing. The name has been changed to “cloneQube” since I feel it portrays the game better. It is a clone of the game “Kurushi”, where the main purpose is to bring the game into light again. There have been also a lot of optimizations made on the physics and framerate. For example, the level mesh has been simplified from this:
There were a lot of bad practices before and there still are, but at least it is now a lot better than what it was before. The ending to the final level has also been made into an interesting story finisher. This leaves the game as a nice complete package.