This update has many adjustments and bug fixes across the board.
I was hoping to release this month after a year of being in early access but since I've had to do other work to make ends meet it's had to keep up with the development all by myself.
I've finished creating the last level and I'm now working on the three part ending cinematic that will unlock once the final level is complete and 1 part will unlock for each difficulty that is completed so...
Easy will unlock part 1 Normal will unlock part 1 & 2 Hard will unlock part 1,2 & 3 to get the full ending and learn what the orb actually is
I've also done some more improvements to help run on steam deck and it is running great, but I'm looking into improving it further for the full release that I am now aiming for a September. This is depending how long it takes to get the endings finish, localization's implemented and performance improved with another overall polish all while doing other work to stay afloat.
I've done adjustments to the UI to make it look neater / cleaner and found that Xbox UI buttons X,Y,A,B already had the colors associated to them on screen but the keyboard buttons did not and only changed color when selecting a button.
Now the WSAD UI buttons have element colors associated with them to help new players see all the colors at once, also if you switch too using the arrow keys for the elements the arrow keys are also now colored.
This will most likely be the last update before the full release, unless there is really annoy bug I find.
It is on sale now during the steam summer sale and it may or may not go on sale one more time before the full release planned for September when a small price increase will go in effect.
Thanks Chris
Difficulty adjustments and Widescreen Update 1.21
This update allows ultra and super ultra widescreen support, difficulty changes makes easy and normal better for starting out and change all platform colors to better see what your rolling on.
You can now change in the game options the default player name, so when you choose your difficulty that name will appear and you can enter level selection straight away.
I have made some new changes to the games difficulty, Easy and Normal has had game speed adjusted to 80% on easy and 90% on normal and hard remaining at 100%, this makes it easier to hit gates on a lower difficulty and build yourself up too playing hard.
The view angle has been slightly adjusted for easy and hard difficulty and I've added in the option to change the game into ultra wide screen 21:9 and super ultra wide screen 32:9.
Now even with a 16:9 monitor you can still put the game in say a 21:9 aspect ratio and have the black bars on the top and bottom of your screen letter boxing, you will then benefit from seeing a little more ahead like someone who owns an ultra wide monitor to keep it fair to all players no matter your screen size. It will make everything look a slightly smaller except the UI but still very playable with most UI being on the black bars like the time and lives or the music bar.
It was reported to me by one person that they had trouble seeing the platforms especially where the platform ends and you need to jump a gap for example, I have added the ability to change the color of all platforms in the game options there are 32 colors or shades to choose from.
Some work better then others so I recommend using the gray to white as gate lighting doesn't interfere mixing of colors, like making a green gates lights look yellow on the red platform for example. But I have adjusted the colors a lot so it may only happen on a few colors.
I have also updated the demo to 1.21 for anyone who wants to try before buy and help support me work.
I'm looking at full release around July, about a year after starting early access to complete Elemgate my first game as promised but now have other responsibility's to keep money coming in to continue to work and also do a little prototyping for the next game.
Happy rolling Chris
Leaderboards and Elementals Update 1.2
Steam Leaderboard's, you can now challenge your friends for the best score across all levels and difficulties, there are 45 leaderboard's in total and are included in this update earlier then expected.
Now that the pickups have been fixed / replaced by the Elemental's that gives you a chance to make up the points difference from the extra seconds given to you from easy or normal and are only on normal and hard difficulties the leaderboard's could be done.
Localization's have taken a backseat for the moment as the ending cinematic's needs to be done so I can get the translations done for the whole game all at once but also I need to generate some funding / revenue to be able to afford it also
Update 1.2 Summery
Steam Leaderboard's - on the level completed screen there is an option to post your score or post and view your score, also top 100 can be viewed from the options menu under leaderboards
Elemental Enemies - 4 Elemental types on Normal and Hard, hitting them with the correct element rewards you and on normal 100 points if the is two on a stage or 50 points if there is 4 on a stage - on Hard 200 points if two are on the stage and 100 points if four are on the stage.
did a Polish of all levels 1 to 15
Added game options to the pause screen
Adjusted UI time to be just seconds and milliseconds and Shortened Lives Left to just lives, also adjusted all sizes making it look smaller and neater then the previous huge box you see in screenshots.
Moved songs playing to be centered at the bottom of the screen and missed gates to be under the time box at the top.
Added a total missed gates on the retry screen / level completed screen
Adjusted the shrink or enlarge gates to do so immediately even if you get stunned and when are stunned you no longer lose all control for a few seconds you instead have reversed controls left is right and right is left for a few seconds.
Fixed an issue with the 180 ramps you could go up and comes down on the platform behind or in front of it.
Warning lights adjustments and additions
Timing adjustments across all levels
As requested by a few players making that last change to cursed element to complete a stage is no longer required on easy and normal but is still very much needed to be done on hard difficulty this should make it easier for new players started out. try easy or normal before attempting hard as you need to have a fairly good idea of what is actually coming up by playing through the levels.
Update 1.3
Will be an extra stage 16-1 tied to the ending cinematic's with any other fixes that I find or are reported and may have a different leaderboard for that, It will then be released end of Jan or Feb I'm hoping at the latest and will be fully released around then.
So the Steam Winter Sale 2022 might just be the last time to get it at it's cheapest for a fair while. Elemgate Demo has also been updated to version 1.2 if you want tempted to try you luck before purchasing and if you do purchase I would really appreciate any review.
All I want for Christmas is to generate a Steam Review Score ːsteamfacepalmː
In the Future
I will continue to support the game and if the revenue picks up enough, I'll add entirely new levels that I really wanted to be in the full release, levels 16 through 20. Not DLC But honestly I only just beat Hard difficulty the other day and it's a whole different ball game from easy and normal, pun intended.
If you would like to support me more you can buy me a coffee https://www.buymeacoffee.com/CWPGames
Coming Soon 1.2 Update
I've been working really hard to get Elemgate to get the next version of the game out, update 1.2
This update I'm pushing myself to get it ready before Christmas and will feature the following.
Pickups have now been replaced with Elemental's that you will need to vanquish by hitting them with the correct element and they will reward extra points to get that extra life or that next star unlocked.
This is to compensate for the extra time difference between easy and normal or hard, 2 Elemental's on the earlier stages and that changes to 4 Elemental's on larger stages, same amount of enemies on normal and hard just different points awarded
The checkpoint was only after completing the first 5 stages and then you would need to complete the other five to finish the level, now has been changed to 4 stages with another checkpoint after completing 8 stages.
This should make it easier to get through levels but if you return to the main menu or restart level you will lose the progress.
I've have heard that people found it hard or silly to change back to the cursed element to end the stage, this was intended to get players practice changing to that element as it's needed for all game mechanics later in the game, gates, portals, jumps etc.
But It's not something I wanted to remove so now you can enter the end gates with any element, this will make it easier for players to complete a stage with the best time possible, but this is only true for Easy and Normal difficulties at the moment and left hard as it was.
There has been a few smaller adjustments nothing major like the UI has been adjusted especially with the countdown time, score and lives box being slightly smaller Lives Left is now just Lives, Time only shows seconds and milliseconds not minutes that was going to be used for something but not anymore and now looks way better and music playing down the bottom has been centered.
Making the UI not look so nicer and not so clattered.
The missed gates count now appears under time remaining box and on the retry screen it now tells you how many incorrect elements gates were hit, if you die or make it to the end of the level.
A few various fixes on stages as I came across them while implementing the Elemental's but now that they have been added I just need to adjust some animations and do the last part of this update.
That being Steam Leader-boards I have just started to implement into the game and there will be a fair bit of work to do there, It will be 1 per level for the 15 levels and 1 for each difficulty so 45 leader-boards in total to compete against other steam players and friends for the top spot.
If you would like to support me more you can buy me a coffee but seriously I'm almost out of coffee https://www.buymeacoffee.com/CWPGames
Optimization and performance Update 1.1
It's been just over two months since Elemgate was release into early access, unfortunately I haven't generated enough revenue from the release to continue working on Elemgate full time going forward, so updates will take more time to complete and getting released, but one way or another I will get them out to those players who have purchased Elemgate.
THANK YOU so much for your support and I will continue updating the game as much as I can no matter the player count, I really appreciate the support and for those few positive reviews I enjoyed reading them and appreciate the time you took to write them.
UE5 update hasn't been working out so far the game is better but hoping when UE5.1 comes out it might worth the update so I stopped trying to get update 1.1 done.
Update 1.1
I have created 8-12 different styles for each type of gate for a total of 120+ gates that randomly load into a stage, all with same collisions per type of gate to not keep different runs consist.
Updated all tubes to randomly pick a style for the entry and exit gates.
Reworked 100+ models
Optimized some particles, textures and reworked all LOD's for almost all models resulting in much more consist and faster frames per second especially on the higher levels.
This was an important update for me to do first, it was frustrating trying to get passed these higher levels when your getting FPS drops half the time
Roadmap
I have been working on loose roadmap, I'd like to archive going forward depending on time I can afford to spend on each update
Update 1.2
Pickups to be replaced with elementals to award score, making up for the time missed when starting each stage at the moment 1 on normal 200 points change to 2 100 points with hard 2 for 200 points changed to 4 100 points but won't bounce you back if hit with incorrect element.
Also localization's which is going to take some time to do and I'm hoping to do 1-3 for this update one will be Japanese just because of one persons positive review the other 1 or 2 languages to be determined.
Update 1.3
Hoping sales will pickup so I can at least afford to do one last level, I am hoping to do more then that but need to do the ending in the next update so I need to draw the line somewhere, perhaps more levels in the future, also add more localization's.
Update 1.4
Adding the ending to the game, 2 or 3 part cinematics, originally going to be determined by completing all easy would give you one part, normal another part and hard the whole ending to discover what the Orb, Globe, Ball, round thingy actually is, properly add more localization's.
Update 1.5
I was planning to add the steam leader boards into the game. add more localization's if needed
and beyond
There was / is other idea's that may or may not get put into the game but it's hard working on a game full time with zero budget and very little popularity, especially when you have other great idea's and you would like to get one of them off the ground and run because they could just change a genre forever.
It could be just to hard for some players it takes time to get better at it and more consistent in runs I was terrible when I start and amazed at how much better I am on both keys and control pad or i need more languages supported to reach the players that would love to play my game.
Please let me know if there is a language holding you back from purchasing and I'll do my best to add it.
Update 1.2 - I will do my best to have it out before Christmas time but it could be after.
For anyone who wants to have a go the demo has also been updated.
Optimization and performance Update 1.1
It's been just over two months since Elemgate was release into early access, unfortunately I haven't generated enough revenue from the release to continue working on Elemgate full time going forward, so updates will take more time to complete and getting released, but one way or another I will get them out to those players who have purchased Elemgate.
THANK YOU so much for your support and I will continue updating the game as much as I can no matter the player count, I really appreciate the support and for those few positive reviews I enjoyed reading them and appreciate the time you took to write them.
UE5 update hasn't been working out so far the game is better but hoping when UE5.1 comes out it might worth the update so I stopped trying to get update 1.1 done.
Update 1.1
I have created 8-12 different styles for each type of gate for a total of 120+ gates that randomly load into a stage, all with same collisions per type of gate to not keep different runs consist.
Updated all tubes to randomly pick a style for the entry and exit gates.
Reworked 100+ models
Optimized some particles, textures and reworked all LOD's for almost all models resulting in much more consist and faster frames per second especially on the higher levels.
This was an important update for me to do first, it was frustrating trying to get passed these higher levels when your getting FPS drops half the time
Roadmap
I have been working on loose roadmap, I'd like to archive going forward depending on time I can afford to spend on each update
Update 1.2
Pickups to be replaced with elementals to award score, making up for the time missed when starting each stage at the moment 1 on normal 200 points change to 2 100 points with hard 2 for 200 points changed to 4 100 points but won't bounce you back if hit with incorrect element.
Also localization's which is going to take some time to do and I'm hoping to do 1-3 for this update one will be Japanese just because of one persons positive review the other 1 or 2 languages to be determined.
Update 1.3
Hoping sales will pickup so I can at least afford to do one last level, I am hoping to do more then that but need to do the ending in the next update so I need to draw the line somewhere, perhaps more levels in the future, also add more localization's.
Update 1.4
Adding the ending to the game, 2 or 3 part cinematics, originally going to be determined by completing all easy would give you one part, normal another part and hard the whole ending to discover what the Orb, Globe, Ball, round thingy actually is, properly add more localization's.
Update 1.5
I was planning to add the steam leader boards into the game. add more localization's if needed
and beyond
There was / is other idea's that may or may not get put into the game but it's hard working on a game full time with zero budget and very little popularity, especially when you have other great idea's and you would like to get one of them off the ground and run because they could just change a genre forever.
It could be just to hard for some players it takes time to get better at it and more consistent in runs I was terrible when I start and amazed at how much better I am on both keys and control pad or i need more languages supported to reach the players that would love to play my game.
Please let me know if there is a language holding you back from purchasing and I'll do my best to add it.
Update 1.2 - I will do my best to have it out before Christmas time but it could be after.
For anyone who wants to have a go the demo has also been updated.
Early Access July 8th and Updated Demo
Early Access July 8th
with an new updated demo out now that reflects all the changes over the last 6 months and a new game-play trailer and screenshots now on the store page.
wow It's been a few months of play testing and fixes, discovering problems that were not there and now they are there so i had to fix them but I have finally got an early access version ready
some of the changes over the last 3 months
Intro
Unreal Engine intro movie logo has been added and is skippable but still seems to lag a bit for some reason but i'll look into that
Game Intro Sequence has been added and been improved upon, but it still needs improving it does get the story across and is animated / played in real time not a video as it's still a work in progress
Splash screen of logos has been updated, random background and element sound when skipping based on the element colour also some text adjusted
Changed the platform on main menu to be more like a half-pipe design which works much better and adjusted buttons sizes one the main menu
All Menus are now bordered such as, player name input, virtual keyboard, level select, stage select, training and retry menus, music player and score / timer / lives are bordered
UI in options menu and pause screen are now gold selection rather then the orange
Game Options
reset save button has been removed, if you need to delete save for any reason it's in C:\Users\\AppData\Local\ElemGate\Saved\SaveGames
Subtitles on or off is now an option that has been added in game options accessed from main menu
How to Play - (in game manual)
Has been updated to reflect some of the new game-play mechanics at higher levels
Levels
Added the Stage name and egg image on pause screen to show if you've collected it
Music Controls added to Retry Screen and training retry screen you can change music on those screens now
Levels now have coloured orbs or balls spinning around showing the stages elements you need to use rather then the text of the elements you need to use
Element pickups added these show up in normal and hard to earn more points that you lose out on due to the extra time given on easier difficulties
Element pickup will most likely be changed in the future as I've had better ideas that i need time to implement
Other various fixes and changes
Music player UI border was still displaying on 0 volume now all music players are the same and have been improved functionality and are not shown when music is zero.
While in float chambers pausing would cause the ball thingy too shoot upwards after resuming play
Sky sphere has been adjusted still needs a little more work
Stars need to be fixed or replace with a different method but have been adjusted not so big and blurry.
Added voice overs and subtitles to the teleport boxes when you miss a change and start heading out of the stages and the malevolent god puts you back on track or if you get to far out of the stage he cuts you time down to 2 secs then destroys you losing a life.
Added in steam API so now I have steam achievements and steam cloud saves enabled that should carry over your progress from the demo
I'm sure there was lots more but like the rest properly not worth mentioning
I really hope players have enjoyed the game, It will be at it's cheapest during the first week of the early access launch but won't be this low for quite a while but will got on sale here and there during the early access period.
Please consider purchasing and helping me not only finished the game in the best possible version but kick off the next games I would like to create and so I can step my game development even more so.
Thank you all for your support
March Update
I've started to play test a new build, one that is close to an early access version I feel comfortable releasing and building a new demo off, first round of testing went well only a few minor bugs that I believe have been sorted out. I now really want to get the Steam API setup and linked to the achievements because really who doesn't like an achievement popping up while your playing and now have 60 to start off with and few ideas for others in the future.
Below a list of changes during March
Additions
Control tips I've added in some tips at the start of stages 2 through 4 for new players
In addition to the following Stage 1-1 and 1-2 has control tip for pressing E or F on keyboard or RT or LT on game pad to exit stages. Stage 1-3 and 1-4 also has control tip for jumping using up arrow or space for keyboard and left thumb stick up, D-pad up or Left thumb stick down.
I've now added Stage 2-1 and 2-2 now has the tip to use the correct element to climb ramps stage 3-1 and 3-2 now has the tip to use the correct element to enter portals and shows an example of an exit portal look. Stage 4-1 and 4-2 has the tip for using the correct element to reverse and restore gravity and also shows arrow key down or space to jump on keyboard and left stick down, D-pad down or left thumb stick down to jump while reverse gravity is on.
These will on appear only easy and normal difficulties
Easter eggs I've added in the Easter eggs one per stage for 150 eggs which seems excessive but at least once you find one on a stage it's done and you can stop hunting for it, having less then one a stage could have players looking for them when it might not have any at all.
You will need to hunt down all ten eggs for the level to earn one of the 15 achievements, where some stages will get harder to find them all as get to the higher levels.
This can be done while playing and get rewarded a one off time bonus to keep you going and finish the stage or go hunt them all down in training mode.
They are hard to see when moving fast and only come up as a faint outline until hit.
Jump Arrows and Exit Signs All stages now have arrows from jump platforms giving you an indication of where to go and land, when getting close to the end of a stage exit close or exit ahead have been placed with an exit sign right need the end gate.
Game Options
Jump Arrows This is on only for easy and normal difficulties and in game options you can turn it off completely if it becomes to distracting once you know the stages well enough to know where they all are.
Time Dilation Added the option to turn off time dilation from reversing gravity and portals this increases the feel of speed in levels some players may prefer it off, it is on by default on easy and normal difficulties and can be turned off for easy and normal. On hard difficulty it is just off making it much faster and harder, for the difficulty this may change in the future and just be a personal preference option depending on player feedback of it being to hard.
Swap WSAD for Arrow Keys You can now swap the elements and arrow keys around so you can roll and jump using WSAD and change elements with the arrow keys if you prefer the controls to be that way and I have change the Controls Screen to reflect that change as well. E and F on keys will still change you back to the curse element.
Game pad force feedback Can be toggled on or off and now all 90 degree corners will give a slight vibration on the right side of controller when rolling in and hitting it from the right and left when hitting a corner from the left, also on exit gates when hit with wrong element or being shocked for the wrong element on Hex Gates will trigger force feedback but this option can turn it all off.
Widescreen Edge Visuals You can turn on or off to remove back bars from the side and have one of the four colours come from the corners randomly changing per stage with the Elemgate title on either side, now that title can be be turned on or off, just leaving the colours if you wish.
UI
Retry Screen Now the border colour will change to match the star earned or could have been earned if level was finished, gold, silver or bronze or be an aqua blue if a score is below 5000 along with the title colour changing to match. Also added in the Easter egg outlined image and number of eggs found for example (3 of 10) and once you get (10 of 10) the image will filled a gold egg like the way it looks when you find one.
Achievements Achievements now have 15 new ones for Easter eggs found on the 15 levels for a total of 60.
High scores High scores screen has had the buttons name changed from stage and renamed to level.
Element Styles Fixed Element Styles page to show a gold border colour when highlighted over an already selected style for earth, water, fire and wind.
Some Fixes / Adjustments
Fixed issue with unpausing while gravity was reversed Fixed issue with getting stuck after hitting the bottom of a 180 ramps Fixed issue when being small or enlarged going around 180 Ramps Fixed issue with 90 degree corners topside working when gravity is disabled and bottom side when gravity enabled. Added Joint Light that is one colour above an one below stages 15-7 and 15-8 making it easier when on top of the platform or underneath for the gate coming up. Various adjustments to options menus sounds depending on element activation of options / pause screen.
Looking forward to setting a release date very soon
Please consider wish listing to help me out and if you already have... I thank you for your support. Chris
February Update
I've been working hard over the last month of Feb and boy has it gone fast.
I have been doing UI Improvements, adding in time bonus for all stages on easy and normal difficulties, A new pause menu has been implemented with more options like graphics, I've created more levels / stages now the game will now release with 15 levels and 150 stages and I'm currently in the process of going through all stages doing various fixes or changes based on videos I have seen people playing on YouTube and my own play testing.
Also now after completing 5 stages you now get a save point to reload from starting with the same score you had and lives you had remaining when entering the 6th stage, completing the level or returning to the main menu will lose your save progress and you can only reload from the save point if you run out of lives.
At least now you can bomb out and restart half way and not go all the way back to the start if you did the first five stage really well.
Changes / Fixes
Jumps ⦁ On keyboard you can jump using up arrow or when gravity is disabled down arrow, now in game not main menu you can use space to jump either direction
⦁ On game-pad Left-stick up and down can be used or LTS (Left Thumb Stick Button) can be used for both jumps and no longer changes to Cursed Element.
⦁ You can now double jump which can help you out, a single jump is mostly used on early levels but can still come in handy doing an extra jump.
⦁ While in air you can use roll left and right it will start moving you left or right so when your jumping be careful not to move yourself unless you want too move.
⦁ Single Warning lights will have an arrow up if the next gate needs to be jumped for or arrow down if it's on the ground visible only on easy and normal, reverse gravity will have arrows in reverse.
⦁ Double warning lights have an arrow or a X, indicating a jump or not to jump
UI Improvements ⦁ RT and LT now on screen for game-pad, E and F keys for Keyboard
⦁ All UI screens. options, graphics, audio, how to play, achievements, high scores, element styles, stage lists, level list, virtual keyboard when using a game-pad, pause screen have all been improved and have borders, making it all look much better then before in the 1st demo.
⦁ Various fixes to entering and leaving UI screens
Pause Screen Now Has ⦁ Graphics - (Now accessible from game not just Main Menu)
⦁ Audio - (Just like before)
⦁ Controls - (Displays your controls for game-pad or Keyboard which ever is being used)
⦁ How to Play - (might find some useful hints was only in main menu options now easy to find)
⦁ Restart Level - (Back to the very First Stage of the Level your on)
⦁ Next Level - (Only enabled / visible if a bronze has been earned on current level)
⦁ Main Menu - (Yep takes you back there)
Buttons ⦁ On screen buttons now has E key or F key for the cursed element on the HUD and LT and RT for the game-pad
⦁ Now a pause button has been added above songs and albums
⦁ Alt key has been mostly changed to backspace or escape key and is only used on confirmation screens for a NO, Yes is space or enter
Controls ⦁ LTS and Space jump both directions.
⦁ LTS no longer changes you to Cursed Element only LT and RT.
⦁ Missing a Gate will now cause force feedback on controller.
⦁ Controls UI has been updated to reflect new / current mappings.
Stages ⦁ Now I have 15 Levels, 150 stages, 75 normal and 75 mirrored stages. first 4 levels / 40 stages in 2D so you can get used to the game and then the next 11 levels / 110 Stages are in 2.5-D.
⦁ Stage 1-1 and 1-2 now have sign indicating that you need to can back to cursed element to exit the stage to move on, also it has been spread out a little bit so it's a little more forgiving for the first two stages.
⦁ Stage 1-3 and 1-4 now signs showing buttons on how to jump and jump signs and arrows showing where you can jump across, also when missing jump and dropping down the bottom I have remove little jumps to gates on boxes and have them as ramps making it easier to get past, also at the end of the stage it now has a ramp instead of a jump.
⦁ All stages are in the process of getting jump arrows, exit and exit close or exit ahead signs showing where they are or when you near the end of the stage, This will only show up in easy or normal difficulties BUT not on hard difficulty, they will NOT be visible at all.
⦁ Easy difficulty will now give players an extra 4 seconds per stage and normal an extra 2 seconds to help players on levels that you don't start with much time.
⦁ Extra time will offset scores between the 3 difficulties i will be coming up with something like elemental's or elements that when a player hits / collects with the right element they will gain score only in normal or hard - To be implemented in the future.
⦁ Fog, Stars and asteroids have been adjusted to change per level and asteroids have been updated to look better and more random.
⦁ Float rooms have had all materials optimised and adjusted so it's easier to the difference between green and yellow gates.
⦁ Depending on success of the EA Release will determine how many more levels will be added to the game before full release
⦁ Tubes on all stages have had there materials updated and now have a tint of the stages colour helping to make each stage look more unique.
Graphics ⦁ In general almost all materials have been improved
Local Achievements ⦁ added in the star achievement for levels 11 though 15
⦁ added in number of achievement unlocked to locked e.g. 13/45
In the Future
Achievements will be linked to steam API - it will properly be done during Early Access. hoping to link already earned local achievements to that so they will unlock automatically.
I was hoping to be a little more happy with where i'm at and well I am more and more each day it's starting to fell much better in both look and game play, but i was hoping to release to early access by the end of march and locking that release date in and releasing a new demo out by the end of this week.
Being a solo developer and testing... it's all very time consuming, my list of things to do is getting shorter and shorter, hoping to set that release date in mid to end march for a mid to end of April Early Access launch.
Really going to have those Easter eggs in there. Really been looking forward to it actually, so many great places I can hide them in stages
I was thinking 5 per level / 10 stages but thought if you go looking for one on a stage that doesn't have one because it's on the mirrored stage or something it might get frustrating not fun
Starting to think one per stage and collect all 10 for the achievement of that level which would add extra 15 achievements and allows me to put one on the stage and one on the mirrored stage in different places and when you get one on a stage you know your done.
Please consider wish listing to help me out and if you already have... I thank you for your support.