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Genre: Platform, Adventure, Indie

Imagine Me

PAX East Recap and Next Update

PAX East Recap



What a week we've had! This past weekend, Imagine Me was demo'd at PAX East in Boston in its Full Release state <3

The game had wonderful reception and everyone really loved it! On Saturday morning, a speedrunner stopped by and beat the whole game in 10 mins. All the challenge levels, all the story - 10 minutes!!!!

We told everyone how much influence you had on the game. We wanted them to know this game is as much yours as it is ours. <3 Thank you so much for staying with us from last PAX (early access launch) to this PAX with the full release.

We wanted to share with you a bit of the awesomeness from the weekend. A community member was able to capture a time lapse of Sunday, the last day of PAX East. Here is the video. Music: Better Off Alone - VASKI

Next Update


Watch for the next update Tues, March 17th!! Just in time for St Patrick's Day!!



Improved Jumping and PAX East :)

Wishing you all a wonderful start to your weekend!! I pushed this build live a few hours early because it has an awesome patch/fix! :D

You can now begin a jump from anywhere


You are still only allowed two jumps and will have to return to "ground" in order to begin the sequence again, but it *feels* much better :D

Thank you, so much, to everyone who gave feedback and chatted with me about the issue :D Those conversations truly help me work out a solution :D

PAX East Booth 10203


If you will be attending PAX, please, please come say hi! :) We're sharing a booth with four other games and would love to meet you!!

Vday2015 End


The holiday level has been removed. You will keep the "stamp" if you completed the level, but its no longer a selectable level. If you did not complete it, the stamp option is gone.

Have a wonderful weekend folks!!!
Hollie (Chris too!) ^_^

Too Sweet for Valentine's Day!!

Just in time for Valentine's Day, this announcement is short and sweet!

Check out the FIVE new color palettes and tons of new blocks Chris has added to the Workshop Level Editor. We'll continue to add functionality to the Level Editor, but can't wait to see what you make!!

Robbe's quest for the "Exit" continues in a special Valentine's Day level. The timer counts down, so you have to be quick!! This level will be available for play till February 28th. Completing the level earns you a special stamp on your Memory Page that will stay :D

We continued a few tweaks and fixes, especially to the Challenge Level hit-boxes, enemy deaths, and arrow collision. This is a result of sooo many community members submitting some awesome bug reports and feedback the past week. As a small "thank you", we added an Emoticon dedicated to you. <3

Have a very Happy Valentine's Day everyone!!!
Chris + Hollie

Navigating to the Valentine's Day Level


There was a bit of confusion as to where the new level is located in the game :D
- The Valentine's Day 2015 Stamp is located on the Memory Page of the Campaign (Image).
- The incomplete Stamp appears "grey'ed out" if it is incomplete (Image)
- Once you have completed the level, it will appear in full color. (Image).

Navigate to the level using your controller joystick or ASWD keys, per the normal navigation :D The stamp will remain after Feb 28, if you've completed the Valentine's Day 2015 level, but will no longer be accessible to play :)

Hope that clears up any miss communication. ^_^

Feedback Request :D

Hey everyone!! ^_^

Yes, two announcements in two days. We are tweaking and polishing the build from last night and would absolutely love your feedback on the new build (Feb 8).

We'll be pushing a build tonight (about an hour) with a few level tweaks and adding on option to turn the story ON or OFF in the Campaign.

I (Hollie) really need your feedback to polish up the Campaign. Thank you sooooo very much!!! It really truly does make a difference <3!!!!

Companions, New Levels, New UI, Oh My!

We have soooo much to share!!! Here we go:

Companions


That's right! Robbe doesn't have to be alone anymore! Just in time for Valentine's Day too! Find the Companions on the Main Menu. You can change your Companion or select none to go it alone. We'll be adding more of these soon. We would love for you to submit your own ideas as well :D

New Levels


We've added a new Boss Level that is a race against the clock. We've also tweaked a few of the pre-existing bosses. The Goblin Boss now has a Wisp Counter (yeay!) and the Robot Boss has a "trap door".

New UI


So we have a new Pause Menu with added Options functionality. The Pause Menu looks a little ugly at the moment. That will change as well as resuming Full Controller Support with a target date of Wed, February 11th. There are also new Death splashes, Story has been redone, and a few other tweaks along the way.

Inventory


There is now a static Inventory displayed in every level.

Story Progression


You'll probably notice the new "World Map." You can track your progression as you play! :D You'll start at the beginning, but your Achievements are unaffected by this change. If you are brand new, hi!!! :D just forget everything you read ;)

Those are the highlights. There was also random bug fixing and some level tweaking. Please let us know what you think! :D Bug screenshots are always welcome and (Hollie especially) loves to hear what you would change/want different.

Known Bugs
- No Controller Support for Polaroid "World Map"
- No Controller Support for Pause Menu

Thank you all, so very much, for the undying support <3 We can't tell you enough how much we appreciate and value the community we have. :)

Now go play the new things!!!
- Chris and Hollie

Next Update Feb 11


Controls Input Needed :D

A mid-week Hello!! :)

Let's get down to it. The Controls. They need to be better. Unfortunately, I need your specific input and examples to get them there. I'm so used to playing with these controls my brain has adjusted and I can't tell what is Good, Better, or Worse.

If you would, please leave feedback!! I want to get these controls tight, especially for what's coming. :)

Thank you soooooo much!!!!
Hollie :)

WORKSHOP IS HERE!!!!

SURPRISE! Okay, well most of you already knew because we can't keep development secrets, but hehe oh well! We have soooo much to talk about!!!

Dungeon Generation


Yep, dungeon generation has been completely re-written again. We're moving towards procedural generation instead of just random. The new dungeons are HARD, but more designed so you can complete a dungeon without getting stuck.

Menus and Options


We are soooo excited to be getting rid of the menu system that has been causing so many problems!! We have about half of the game converted and will be 100% converted for the next update.

New Memories


We added THREE new memories. We'll be wrapping up the main story in the next update, but will continue smaller memory updates as promised. ^_^ Also, bosses now mirror the current memory. (hint hint, more bosses very coming soon!!!)

WORKSHOP


Yeay!! The level editor works and we can't wait to see what you come up with. We only have the basic blocks for now, but will add the rest at the next update. We want to start small as we work out the initial bugs. :D

Next Update


February 8. This one will be quick!! We want to get more content to you fast, but need a week to work out bugs from all the changes we have made. Also, Valentine's Day!!! :D

Thank you, thank you, thank you for all the support! We have had such fun getting this build ready for you!! Please continue the awesome feedback! This week is all about tweaks, fixes, and changes.

This one is yours :) Now go have fun!
Chris and Hollie

Catching Up :)

Update II: NEW BUILD IS LIVE!!!

8:27pm EST
The double jump from the springs fixed the problem!! :D It was such an easy fix, but the delay caused bigger issues. We'll continue to work on the Feb content update and fixes :) but have a wonderful evening for now!!
- Chris and Hollie

Hello everyone!

I'm so sorry for the delayed responses to questions and reviews.

I just wanted to post a quick message saying I'll be catching up on everything starting tomorrow :) I've been taken down by multiple viruses so far in 2015 can't wait to be 100% healthy again :D

Here's to a healthier 2015 for all of us!
-Hollie :)

-- UPDATE: PLEASE READ --


I couldn't help but check the messages tonight. I see there is a definite issue with the springs since we altered their "bounce" height. I'll chat it over with Chris, but I think our best option is to allow double jumps from a spring. We'll make sure that is a 100% fix for the levels. So sorry for the delay everyone!!
-Hollie

Animations, Tweaks, and Fixes

Hey everyone!!
Hope you are having a wonderful January!! We've absolutely loved the awesome feedback everyone is giving :) It really does make a difference, please keep it coming!!

The BIGGEST news is we've added a few animations. Please let us know what you think :)

There are a TON of tweaks and fixes:
  • Pink spike cannon hitbox fixed
  • Spike cannon shots should die/disappear now
  • 2-6 Challenge Level pits now kill you - community submitted
  • Purple Entrance now an Entrance not an Exit Script
  • Shaddow Boxes (bouncy things) have better hitboxes - community submitted
  • Nightmare Boss level tiles adjusted - community submitted
  • Depths Boss not dying/completing fixed - community submitted
  • Spring bounce height tweaked - community submitted
  • Very slight reduction in Robbe's gravity when falling - PLEASE GIVE FEEDBACK - community submitted
  • Controls Splash at end of every game removed - community submitted


You are all awesome!! Thank you so much for the reports!! Things we're working on next:
  • Random Generation Improvements
  • Story Delivery
  • Next Memory Arch

These updates will becoming very early February and we can't wait to see what you think.

We know we couldn't do this without you,
- Chris and Hollie

End of the Holiday + Fixes :)

Hey everyone!!

We hope you had a wonderful and safe holidays! ^_^ We *just* pushed a build that takes out the holiday decor and added a few fixes! :D We've really enjoyed the feedback from the newest wave of community members and continued feedback from those of you who are veterans <3

Here's the list of fixes

  • Spikes will no longer kill you on their flat side now.
  • Arrows fly faster and have a little particle animation.
  • Pause Menu includes a Regeneration option for Campaign.
  • Pause Menu and Learn Splash actually pause the game.
  • Steamworks.NET backend updated!! :D This hopefully takes care of the weird pixel thing that happens with the Steam overlay


Chris has been working incredibly hard on a little somethin' somethin' and its soooo close!!! So that might come this week *fingers crossed*

The next content update after that will be February 1st. We'll continue to do small fixes in between now and then - like getting rid of the Controls splash mid game :)

Thank you, again, to all the community members who've provided such amazing feedback!! This game was made by you and we treasure that <3
- Chris and Hollie :)