Welcome to my passion project since February 2017. This is my final episode, and the final episode of the 2k1x series.
More information on this page will be added once the spoiler period has ended. This is to give people wanting to stay spoiler-free a chance to play the game blind.
STORY
This episode is a direct sequel to Hypnosis Redo, where Hypnosis Redo's "evil arc" is the prologue chapter, detailing how the scheming Snivy Mortimer has risen to rule across Enjlland.
CONTENT
45 levels in the main story progression and 4 side-levels await. Fight a powerful array of entirely lua-programmed bosses on your adventure.
Features:
- Vendinding machines
- Character customization
- Donations
- Speedrun tech
- Achievements
- Sleeping
- Over 70 items
- Mr. Cruel
- World map AND hub
- original music
TEAM
Enjl, Waddle, snoruntpyro, Aristo, rixithechao, Sancles, The0x539, Ryaa
Featuring an inhuman amount of third party assets all credited in the end credits.
1.0.7:
- Fixed the thwomp's description
- Rupees will no longer randomly drop when using the cruel costume
1.0.6:
- Fixed a vending machine crash
- Attempt to remedy an issue where saving after using assist mode would be impossible
- Adjusted Lucienne's dialogue
- Increased the max health coin gain from 5 to 10
- Removed the max health coin gain from levels in which the "save" pause menu option exists
- Capitalism achievement is now hidden
1.0.5:
- Most levels may now provide Tier 2 powerups in its boxes.
- Changed the effect for killing enemies with a nogravity fireball.
- Swapped two item sprites that were wrongly assigned.
- Beta 4 Patch 3 Hotfix addresses a memory leak issue and is encouraged to be used now.
- Redesigned the "Save + Quit" menu option to use Misc.exitEngine if the game is played on the Patch 3 hotfix. Old behaviour is retained in Patch 3.
- Fixed an issue where collectibles would sometimes not be collected properly.
- Final level: Adjusted some setups to make softlocking more difficult/impossible
- Final level: Adjusted portals to no longer randomly stop functioning
- Wind level: Now preloads final section background in the one-screen section.
- Wind level: Added an antisoftlock spike for brave souls.
- Spring level: Adjusted a setup for better flow.
- Train level: It is no longer possible to get hit during the second cutscene.
- Dolphin level: Fixed easy cheese
- Dolphin level: Added missing dolphin goo
- Bubble level: Added extra powerup
- Pepper level: Slightly adjusted various setups in the CP1 area
- Pepper level: Added a powerup to the CP1 area
- Pepper level: Adjusted incorrect coin guides
- HUB: Fixed an issue with the bank that would cause you to lose money you didn't have.
- HUB: The inn can now be used to refresh the vending machine
1.0.4:
- Fixed a bug where attempting to purchase too many items would crash the game.
1.0.3:
- Added a version check. If you don't have Patch 3, the game will now prompt you to update, and then violently explode.
- Made a secret area more accessible
- Added back in a secret area that became unused at some point during development
- Fixed confusion between two speedrun achievements
- Fixed a bug where Achievement 35 was unobtainable
- Fixed a bug where you could play as Peach
- Fixed a bug where speedrun mode was able to set/use the final boss level checkpoint flag. Speedruns of the final boss now always start at Phase 1
- Revamped the "Save + Quit" menu option to prevent returning to the legacy main menu. This prevents a save file overwrite bug.
- Attempt to fix a bug where crashing during speedrun mode could softlock you.
- Added an extra collider update when projectile colliders get spawned, preventing unfair hits against Mortimer and making first-frame colliders more predictable
- Fixed a bug where dying while not playing as the main character could crash lua
- Changed palette of diagonal podoboos in the conveyor level to be less eye-straining
- Resolved a clipping issue on the world map
1.0.2:
- Fixed an instance in the icicle level where you could die from too much speed accumulation
- Fixed a lua error in the mech boss
- Fixed an oversight in the campsite cutscene where run inputs would falsely be registered
- Fixed an issue in the teleporter level where fighterflies would crash the level when hit with a projectile (yes, really. fighterflies specifically)
- Removed all instances of vector array declarations in shaders (there was only one) to allow the shaders to compile on older graphics cards
1.0.1:
- Fixed a softlock in the mansion level
- Fixed a softlock in the water level
- Improved the "no pitfalls" cheat to circumvent various blunders
- The gramophone man will no longer crash the game when you try to have a conversation
- It's no longer possible to prematurely exit out of the map in the map obtaining cutscene
- The barriers in the three colour barrier level have gotten a visual upgrade, to be more easily distinguishable as passthrough
Enjoy!
Last edited by Enjl on Sun Sep 13, 2020 4:40 pm, edited 9 times in total.
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.
Some people just cannot avoid the ads on MediaFire, even with both common sense and popup blockers. It's always a good idea to provide an alternate download link with an ad-free file host such as Dropbox or Google Drive.
Also play Bug Fables, the devs have confirmed that they got their royalties from Dangen and the game is really freaking good.
I'm wondering whether anyone will get my awful joke
Anyway, looking forward to playing this
"I am incredibly lucky I know you and im glad I gave you a chance to be a part of this" -Eri7
"I'm going to call these Janksqueaks from now on." -Clearman06
"IT IS A SKYTREE!!!" -Big K
New producer of the Novaverse, after Eri7's departure from the community.
Currently known bugs (slated to be fixed in 1.0.1):
- softlock in cutscene after first level (don't close the map immediately after it opens to avoid)
- pitfall cheat can break cross-section warps
- spinjumping into a pit carries unexpected behaviour on the world map
- the gramophone man crashes (don't talk to him!)
Last edited by Enjl on Tue Sep 01, 2020 10:17 am, edited 3 times in total.
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.
Skant wrote:The egg will fuck you if you don't catch it
rockythechao wrote:f6 is an over-the-counter generic run-of-the-mill store-brand bootleg knockoff f5
some people wrote:The021stYoshiFromThe021stCentury: Who would win, a tophat wearing a tophat, or hoeloe wearing hoeloe?
Hoeloe: yes
glitch4: f6
rockythecomet: that's a trick question
rockythecomet: a top hat wearing a hoeloe
Waffles & Stuff (timocomlita) wrote:No matter what you do, it's impossible to get rid of the impossible.
Petrifying wrote:Piss off with your sex doll SMBX 2.0
Enjl wrote:it puts a twist on classic 4 step level design which i like to call "2 and a half steps backwards design"
Changelog:
- Fixed a softlock in the mansion level
- Fixed a softlock in the water level
- Improved the "no pitfalls" cheat to circumvent various blunders
- The gramophone man will no longer crash the game when you try to have a conversation
- It's no longer possible to prematurely exit out of the map in the map obtaining cutscene
- The barriers in the three colour barrier level have gotten a visual upgrade, to be more easily distinguishable as passthrough
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.
I already downloaded the first patch for the episode.
There's a really minor bug I found while playing this so far.
When talking to Mr Sir, the first textbox he says on the world map doesn't act like the other textboxes.
When I press run, it skips to the next textbox, rather than displaying the entire text and then allowing you press run again for the next textbox.
Added in 3 minutes 47 seconds:
Also another thing regarding the first boss
Is the first boss supposed to be vulnerable when it's surrounded by icicles and shooters and not naked? It sometimes randomly is and I've been able to damage it when its in that state but that just led me to be really confused when you were supposed to be able to jump on the boss. This seems like it may be a bug.
Is the first boss supposed to be vulnerable when it's surrounded by icicles and shooters and not naked? It sometimes randomly is and I've been able to damage it when its in that state but that just led me to be really confused when you were supposed to be able to jump on the boss. This seems like it may be a bug.
There are some methods to accelerate fighting the first boss. When the lamps flash is when he's vulnerable in some capacity. It's elusive speedrun tech though.
_________________
Scheduled bug fixes for 1.0.2:
-In the icicle level, it is possible to die in the final section by accumulating too much speed. Staying in the center of the room will allow you to proceed as normal.
-In the teleporter level, it is possible to crash the game by hitting the invulnerable enemies with projectiles. Don't bring a tier 2 powerup to circumvent this.
-Darkonius has experienced a bug where in the final boss level, a lot of processing power is being eaten up by the 2k1x_messages library. If anyone can provide more information on this, please do. This one puzzles me.
Last edited by Enjl on Tue Sep 01, 2020 4:29 pm, edited 1 time in total.
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.