Fernwild 1.2.0: creature voices, boss warnings, and proper doors

Fernwild’s beetles and widows used to share random dying noises. Its four bosses were borrowing the same roar with different pitch settings.

Version 1.2.0 gives the creatures their own voices. Each enemy type now calls out when it spots Fern, and each boss has distinct sounds warning of its attacks. Those calls are coordinated, so a whole pack noticing her won’t all shout at once.

Fern has new hurt and death sounds, an empty quiver clicks instead of beeping, and clearing rooms, finishing stages and finding secrets have their own cues. There are also four ambience variations for the seed to choose from.

Some sounds needed more attention than a volume adjustment. One of the Crypt Thing’s blink cues was mostly low-frequency sound that disappeared on phone speakers. I replaced it with a take better suited to being heard during play.

The preceding 1.1.13 update addressed something more visible. Placeholder door bars became doors and walls specific to each stage, with opening animations and side exits that look closed while they’re locked. East and west doorways now have their own artwork instead of rotated gates.

The rooms and collisions stayed the same. The changes make it easier to hear what’s coming and see where you can go.