NEW GTTOD: Get To The Orange Door UPDATE - LIVE NOW!
Attention all gamers and fans of fast-paced, first-person shooters! We have an exciting announcement to make. GTTOD: Get To The Orange Door is nearing completion, which means that the early access phase is coming to an end. The last update is now LIVE, with essentially double the content from the previous GTTOD update.
For those who haven't yet heard of Get to the Orange Door (GTTOD) is an action-packed, parkour first-person shooter rogue-like game set in a shattered and chaotic dimension. In GTTOD, the player takes on the role of a powerful hero who uses Godlike powers and abilities to battle their way out of The Shatter, a twisted dimension.
GTTOD is an intense and unforgettable gaming experience. And now, as the game nears completion, this is your LAST CHANCE to grab it at a discounted price before its full release, Get ready to dive into the world of GTTOD and get to the orange door!
Join the Community here: Keep up with GTTOD on Social media! https://linktr.ee/gttod Join our Discord! https://discord.gg/xe2wartp
Fast-paced. Fluid: the Neon Chaos Bundle [GTTOD x Deadlink]
In GTTOD, ascend to the level of the Gods as you navigate a shattered and chaotic dimension in this heart-pounding, fast-paced parkour FPS rogue-like. Engage in adrenaline-fueled battles and overcome mind-bending challenges as you strive for supremacy.
Meanwhile, in Deadlink, prepare to disrupt the megacorporations' profits in this high-octane cyberpunk FPS with roguelite elements. Take on covert ops missions while piloting a formidable humanoid combat shell, and remember, "covert" certainly doesn't mean "quiet."
Indulge your gaming cravings with this dynamic duo of action-packed FPS masterpieces. If you have a need for action, a desire to test your skills, and an itch for shmovement, snatch this bundle while you can.
NEW GTTOD: Get To The Orange Door UPDATE - LIVE NOW!
Attention all gamers and fans of fast-paced, first-person shooters! We have an exciting announcement to make. GTTOD: Get To The Orange Door is nearing completion, which means that the early access phase is coming to an end. The last update is now LIVE, with essentially double the content from the previous GTTOD update.
For those who haven't yet heard of Get to the Orange Door (GTTOD) is an action-packed, parkour first-person shooter rogue-like game set in a shattered and chaotic dimension. In GTTOD, the player takes on the role of a powerful hero who uses Godlike powers and abilities to battle their way out of The Shatter, a twisted dimension.
GTTOD is an intense and unforgettable gaming experience. And now, as the game nears completion, this is your LAST CHANCE to grab it at a discounted price before its full release, Get ready to dive into the world of GTTOD and get to the orange door!
Join the Community here: Keep up with GTTOD on Social media! https://linktr.ee/gttod Join our Discord! https://discord.gg/xe2wartp
8 Years of GTTOD
THAT'S A LONG ASS TIME, DUDE
These are all clips I've salvaged from my old Gfycat account before it was shut down and killed from the internet.
To say that this has been a WILD ride would be an understatement. From a little Unity asset flip little shitter project I made while working at T.J. Maxx to a whole ass indie FPS production; GTTOD has come a LOOONG way. And, in a weird way, I guess I feel a little close to it. So much has happened over the last 8 years I could hardly even begin to put it into words. Good times, bad times, HORRIBLE times; the whole shebang.
As I'm beginning to wrap up GTTOD, I'm definitely looking towards the future with...hesitation. I am not entirely sure what I have in store for me. The future is so uncertain, and maybe it's just who I am now-a-days, but I don't want to assume it'll be either good or bad. So, instead, for now...I'll just be happy that I HAVE a future. It's something that I can know for sure. It's something I can hold onto. It's a canvas that I can comprehend, and maybe, if I paint my pictures right, it'll turn into something beautiful on its own.
I hope that's what happens, and I hope with every ounce of my soul that you'll be there to witness it.
Thanks for everything, fellas. I'll see ya in The Shatter.
So, not only is Altitude 2 done (and it honestly fucks), but I've also started working on Altitude 3, the final section of the game. With A2 going in, that will literally double the amount of levels in the game, and then A3 coming after it will likely increase the run length a LOT. Not to mention a whole load of other changes to the game to hopefully kill some of the issues I know a lot of you have been having.
Oh and also...
If you wanna know what's going on in Act 3, here's a sneak peek.
ALRIGHT ANYWAY, BACK TO IT HAHA CHOP CHOP SEE YOU LATER
30 Minutes of Unedited GTTOD Gameplay
So, why am I sharing this?
Well first off, this video is a thinly veiled attempt at showcasing some of the new mechanics, and also to show off how smooth the gameplay can be. I have spent a LOT of time reworking some of the core mechanics of the game (something I touched on in the last announcement) NOT to "change" them, but just to push them a little further down their current path conceptually.
So, as an example...
The new upgrades and progression system is somewhat...
............
Okay, so apparently the word "pog" isn't cool anymore or something, but of course when I ask for replacement words I get "frog". So you know what, fuck it, I'll say it, why not? The new progression system is somewhat frog.
I love my job.
Anyway, the new upgrades and progression system works very similarly to the old one, however it's far more open ended and rewarding to the player. Now, you unlock new upgrades in groups of three instead of groups of two, and you get the new groups as you spend jade vines rather than paying for them outright. Just a nice adjustment to the system without changing how it impacts the game or how players interact with it.
A whole LOT of things have gotten or are soon to get that kind of treatment. I think this kinda outlines that a bit, since overall the game is just much much more "complete".
SO, take a look, and also...
Pretty please, cherry on top, review the thing I've made.
If you haven't already and you have the spare time, I would be extremely appreciative of a review. I don't know if it's odd to ask for them or not, but I always forget to write them for other games until someone asks me to, so I figured if you're like me you wouldn't mind the request lol either way, thank you for reading, and I hope you like the video.
PS: the occasional frame drops are 100% in the recording, I dunno what happened. OBS is funny with long recordings like that.
GTTOD is my first game, so I have never really experienced a whole lot of aspects when it comes to game dev. Like for instance, I have never released a game, so that's like a WHOLE aspect of game dev I just have absolutely zero knowledge on or experience in. Even worse, for the last NEARLY 8 years I have worked on GTTOD, I haven't really even gotten close before. I always would restart lol
Well, I learned something recently. When you get towards the end of a development, you get this absolutely insane burst of energy and determination; like a second wind. I am getting that wind right now, and it has been one of the most insane experiences of my life. I've never worked so hard, proficiently, and consistently in my life. It's like someone's micro dosing me Adderall each time I blink or sneeze, shit's bonkers.
SO, without further ado, I'm just gonna jump right into it so I can get back to work lol HERE WE GO WISH ME LUCK HAHA 24 PAGES
Bro what, we're starting this off so strong. Apparently the first thing I did after the last post was to make something known as "The Wall of Attunements". It was basically this method through which I could create alternate MODES, but actually ended up turning into a really cool user-selected run modifier system. You'll see that later.
Around this time I finished up The Blade Sentinel and gave him a fancy arena. Nothing super crazy here, other than a big more polish and thought put into how he fought (but not enough, as you'll ALSO see later)
Krev remade the LMG model
I made an item that lets you portal back to the HUB
I became a Jedi while explaining an animation during a meeting
I made a new thing called the "Trial Cave" which is the housing for the BABE. You now have to challenge a trail stone in order to access the BABE. Pretty neat.
K8! was born! This is our shopkeep character who watches over your shop items and dolls out the weapons from Gear Cards.
I started working on the style for the next Act (AKA Altitude) in GTTOD. It's a cold, rainy place with giant basalt and purple bands of energy rippling across the sky.
STOMP
I then made the Alpha Cache, which is pretty much a speedrun box (or at least it is now). How it works is that the price of the crate depends on how long you have been in a run, BUT they only exist in Altitude 2. That means you gotta hustle a bit.
I spent like 6 hours streaming all of GTTOD and made a tier list of every version of the game. This is basically where it landed.
I spent some time improving the main menu a bit, adding in a seed system so you can save runs (which to this day I do not believe anyone has done), and then made sub menus for the options (which I now have to go and fix lol).
We played out very first game of GupBall in Discord. Gup won.
POV: You're a camera strapped to an enemy's shoulder
I began implementing mod tools and people started to play around with them.
So we're in, I'm pretty sure May at this point. After the mod support was implemented and people started testing it, I had a month or two where I just could not do ANYTHING. I had a cancer scare, I was super duper depressed, SUPER lonely, you name it. I moved out to a camper in the middle of the woods to be alone, and shit just started going kinda downhill in my real life. It was ROUGH, and during that time I didn't get much done. Luckily I had help from others to not only keep progress on the game going smoothly, but to also help me out of that rut in my life. One of those things were a whole new addition to the game in the form of Elite Enemies:
Elite Enemies are basically just bigger badder better versions of their generic counterparts, with certain new abilities or aspects altered to make them more challenging to fight. Some can even be minibosses against the player, like the Elite Golem. These guys can both gain and lose prominent weaknesses, and I BELIEVE the first of these fellas starts spawning around threat level 40.
During this time, I also was poking at more Altitude 2 levels and seeing what did and didn't work with the new geometry.
I am not even kidding you that this is pretty much all I worked on for two months if Announcements is to be believed. We pretty much jump from late may to early July with the next few entries, and most of that is just The Exclusion Zone. It was REALLY sparse leading up to the launch of the previous update.
After literally like a year in nine months from the start of its concept phase, The Exclusion Zone finally made it into GTTOD. The new tutorial is a way smoother way to introduce mainline mechanics into GTTOD, and even now is still being altered and expanded.
And lastly, I did a FULL rework of Dungeons. Same exact concept, just far better design.
ALRIGHT THIS IS WHERE IT STARTS GETTING KINDA CRAZY
We are now at the end of June, and I start getting this realization kicking in that...holy shit...with The Prologue in, we're nearly done with GTTOD. Act 2 and Act 3, and then obviously lots of love and care for bug fixing and polish, and BOOM. Content wise that'd be it. OF COURSE that's not how the last month has gone even in the slightest, which you will see, but at the time it was still very much the truth.
There ARE a bunch of things I'm gonna skip since I wanna get to work and finish this next update off sooner rather than later, BUT I will hit the important points:
And what could be more important than a fishing minigame?
We kept moving ahead with Elite Enemies
The first BIG change was the complete rework of the Static status effect. Now, it is a stacking damage that charges as you proc it. Basically, once Static has been proced on an enemy, each successive hit of the same damage type (static) will increase the damage for when the stack is released. That makes Fire Damage a AOE, and Static Damage a boss melter. They each serve their rules exactly.
One of the biggest mixups to GTTOD's gameplay loops is the new Leyline Offerings. These are end level rewards you are able to choose from every time you progress through a dungeon OR a level. Different rewards have different rarities as well, so you won't get SUPER loaded up too frequently. The rewards are as follows:
+10 Jade Vines
+1500 Shards
+Card Pack
+Harbor Scroll
Full Heal
Max Ammo
+3 Keys
+Extra Life
+5 Health
+5 Shield
+5 Overshield
Blessing
Curse
A COMPLETE REWORK OF LIKE 75% OF THE BLESSINGS AND CURSES as well as four new ones. I just sat back with the Discord and tried to address every boring or lame or annoying blessing or curse in the game, and I went to extreme lengths to rectify them. For instance, I think the coolest change out of any of these is The Devil. I don't remember what it did before, but now it summons two fiery companions to blow your enemies........up.
I took some time to improve the arena that the BABE sits in. Now it's this super cramped area FILLED with enemies, and is genuinely one of the most challenging aspects of the game at the moment. You want big guns? You gotta fight for 'em.
Next I reworked how you gain shards and health, and overall simplified the loot system a tad. Now, shards are dropped from enemies, items are dropped from interactables, and EVERYTHING has a pickup. Everything has some kind of THING that you SEE with your EYES. So health comes out and bounces around on the ground, shards break off enemies and suck into your little stomach black hole thing idk that's not real lore I just made that up. Regardless, this rule has made looting and interacting within GTTOD feel far more realized and consistent.
The Cyclops was introduced, which is a brand new character to GTTOD (which is something we haven't seen in a while since new enemies are usually just remakes of their older counterparts lmao). He shoots lasers from his eyes, stomps around when he gets damaged too much, catches himself on fire like a fucking MORON, and also has a shield during his tantrums. He's a big tall scary baby and you're gonna kill him you're gonna kill a baby.
Not only does The Blade Sentinel get a new arena, but The Legion Sentinel is introduced as the boss of Act 2 with a new arena as well! We saw this guy earlier, but he has since got a bit of an upgrade. He's also an absolute menace. Complete asshole.
Next on the kill list was the Wall of Attunements, which got a complete rework. Now, instead of a mode selection, it's a modifier selection. You can pick and choose between anything in the list, and some of them even have symmetry together. This allows you to customize your run better than ever before.
I started my work on equipment, creating the Shuriken - a fast rapid fire throwing star that procs static. And then...............
The grappling hook. GOD it's so fun. It has a nice balance between swinging and pulling, and can be fairly easily controlled with your air acceleration. It's just a great addition to the equipment arsenal.
I created a new save system that allows for mid-run saves. Still not sure how I'll implement it, but I'm putting this here to warn you that your saves are all getting deleted (but that it's really easy to cheat your way back in place now).
The Slumbering Spring got a bit of a rework along with the run generation system, and it now functions as a rest level AFTER The Blade Sentinel. It has been significantly nerfed, however.
Finally, the time came to start working on the final Act of GTTOD - Altitude 3, AKA The Summit. I started with the safe level following The Legion Sentinel - a level titled "The Tavern in the Veil of Distant Woes". The music and atmosphere here are working wonders man. I am listening to the piano play right now, actually lol
There's also this guy there
I started adding in miniboss enemies and hiding them everywhere around The Shatter. Here's Mother Mantis...a big fucking Mantis that spawns buffed Manti....Mantises? Whichever. Not original, but very fun.
I added in the Scriptorium so I can write out a bunch of lore entries for those who are wanting to try and piece together the history of the universe that GTTOD takes place within OR to try and figure out where the universe is going...
I drastically improved the options settings, adding in sliders and more settings and options for all sorts of gameplay and keybind things.
That leads us to the final big change of the last six months...a complete rework of the Upgrades and progression system. You will now be unlocking categories known as "ASPECTS" that pertain to a specific part of your build. As you unlock new abilities and progress your character, you will also be unlocking things in the real world or within your builds. Things like new curses and blessings, aspects, areas in the HUB, and plenty more.
Welp, that about wraps up the last 6 months
I imagine I will only ever be doing one more of these before launch...that's an odd feeling after nearly 8 years.
Either way, I gotta get to work finishing up the new upgrades system, and then I'm off to rework the equipment and workbench systems. After that, Ultimates...and then after that? Finish the rest of the game lmao
Oh also join the Discord / Newsletter so that we may keep each other warm in the coming nuclear winter.
So it's almost funny. Almost. This update primarily centers around the inclusion of The Exclusion Zone; a prologue to GTTOD that teaches the player the basics of the game and introduces them to mechanics in a smoother and more entertaining way. Nothing crazy, you've probably seen this done before. But BRO, this literally took a year and nine months to go from concept to update. It was kinda just like this crazy journey trying to figure out what we would be doing, how we would do it, and most importantly WHO would be spearheading this. I think like 5 different artists took a crack at the prologue, and something ALWAYS happened to prevent them from finishing it.
Like seriously, talk about bad luck. This shit was cursed.
Ohhhhhhhhhhhhhh, but it's FINALLY done. My God. So much work for a five minute long tutorial effectively lol BUT, I don't want to undersell what this is. It's a new standard of quality we hit, and it sets the game up well for expansion. From here on out, it's just full throttle to the finish line. No more backing up, no more skirting around it.
SO, without further ado, here's the patch notes for The Dark Down Under Part 2 (not my choice of naming, but you know how it is):
Patch Notes
The Exclusion Zone Prologue
Basic Weapon Mod Support / Workshop Support
Skippable Cutscenes (you're welcome, sorry it took so long)
Melee weapons (Spear, Katana, Science Club, Pipe)
Dungeon Overhaul (still adding more rooms, but it's WAY more enjoyable than the last version)
New enemy type: "The Mantis"
Reorganized HUB and reset The Wall Of Attunements (people wrote negative reviews because they turned on modifiers without reading and then said the game sucked lmao)
Wallrunning polish (just a ton of it, really)
New ambient music system (with lots of new ambient versions of songs)
Submenus in the main menu
Bug fixes (lots of them)
A rebalance of the shard, weapons, and key economy to be more player friendly
Aaaaaanyway, I'm definitely forgetting stuff as per usual, but I just wanted to say THANK YOU for sticking with me and checking out the update. It's been a wild ride, and as we're nearing the end, it has really struck me just how supportive everyone has been of my work. I wouldn't be here without you, and I hope that my continued support of the game is enough to pay back even a fraction of the kindness you have shown me.