Double Dream โ Update Notes (v0.2.0 + v0.2.1)

๐ Double Dream โ Update Notes (v0.2.0 + v0.2.1)
This log covers changes introduced in version 0.2.0 and the recent patch 0.2.1. Version 0.2.0 brought major systems and content updates, while 0.2.1 focused on stability and polish.
๐น Version 0.2.0 โ Major Features & Systems
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Multidirectional camera scrolling โ previously limited to horizontal only.
- Asynchronous background animation.
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Terrain slope and semi-solid platform collisions.
Dream Catcher mechanic: lets you store enemies or objects.
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Pause menu added.
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Signs with readable text boxes; now supports variable-width text.
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New enemies: slimes, bats (and a harmless variant), and falling stalactites — including homing ones.
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Rafts that float on water.
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Color palettes now change between regions.
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Music transitions with fade-out when changing areas.
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New songs added.
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Improved background art and player visuals.
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Many tweaks and refinements to movement and new acrobatics added.
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Circular collision introduced.
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Object caching system โ remembers object positions even after they're moved offscreen.
New particle effects for landing and footsteps.
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The world is now much bigger and more open-ended.
๐น Version 0.2.1 โ Bug Fixes & Movement Polish
Bug Fixes
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Fixed a bug where entering a door could break vertical camera scrolling.
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Fixed an issue where doors above rafts could teleport the player below.
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Fixed camera scroll breaking when ascending quickly.
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Bouncing on slopes didnโt always trigger properly — now consistent.
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Fixed rare terrain sink issues.
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Numerous other minor bug fixes.
Polish & Visuals
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Falling leaf particle effect added.
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Subtle visual enhancements to background.
Camera now shifts forward when moving at high speed, giving you more visibility ahead.
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Semi-solid platforms now respect circular shapes — no more boxy collisions.
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Slimes can now be stunned, allowing them to be captured.
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Menus no longer interrupt idle animations.
Footstep particle effects greatly improved.
Movement & Spinkick Improvements
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Added Spinkick input buffer — allows input just before activation.
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Now possible to chain Spinkicks rapidly, enabling faster wall kick sequences.
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Spinkick hitbox expands/contracts gradually, avoiding timing ambiguity.
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Spinkick activates instantly on hard collisions with surfaces/enemies — much more responsive.
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Wall kicks reflect horizontal speed, enabling wide-angle traversal.
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Vertical wall kicks now go higher when hitting with excess speed.
Files
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Double Dream
The game with the most fun traversal mechanics ever for the NES.
Status | In development |
Author | Magidev |
Genre | Platformer |
Tags | 8-Bit, Action-Adventure, Dreams, Homebrew, NES ROM, Nonlinear, Pixel Art, Retro, Sandbox |
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