We are making all efforts to create a space for Monome.studio creations' players! We will focus a lot of the discord server on This Is No Cave for the moment but there is a space for Kraken Smashers to exchange too!
Make sure to follow Monome Creator Steam Space to get updated of any release, discount and news regarding the studio games productions: https://store.steampowered.com/developer/monome
Run, Jump, Sling and much more!
Best,
Monome.studio Team
A bit of balance
Hey! This is what we have been working on the past month:
Improve AI collaboration in coop mode
Made it easier to pass to wall jumping squids
Solo AI now better adapts to player level
Solo AI will stop smashing if there is an obvious counter
Smooth gameplay to allow for bump to dash to jump to smash
It is now a bit easier to wall jump after a dash
Fixed an issue with language mixup on coop mode
Bug fixes of the day
Hey, with the upcoming release on Nintendo Switch, we have had a few balance and QOL improvements to add to KSV:
- Improve settings saving performances on slower hard drives - Audio is now loaded in the background allowing the game to launch faster - Balanced vibrations: they were too low for ball touches and too high for smashes - Added a loading widget between the rules splash screen and the game
The polyglot update
We decided to teach our AI squids to speak different languages and updated the UI accordingly, support was added for the following languages: - French - German - Spanish - Japanese - Chinese
I truly apologize if we forgot your language but we do not know any native speaker in other languages who can help us translate.
We also released the following: - Fixed a bug where time would slow when a player paused the game - Smoothed ball force help to allow for more spectacular moves - Improved AI reaction to smashes - AI will now be still while talking
Good vibrations update
https://www.youtube.com/watch?v=Eab_beh07HU
- Added vibration support for gamepads - AI is now a bit harder to beat when you are winning - Spikes are now a little easier to perform - Fixed an issue where time would slow after a smash - Fixed an issue where time would slow after a player pauses the game
The e-sport patch
Hey guys, we spent a bit of time playing the game and sent a video on reddit to get feedback, and had quite a bit of advices from one or two commentators. This update is therefore brought to you by u/Frump.
Players can now smash from the ground. This will send the ball higher than a regular smash, a bit like smash services
Raised the ball when serving, allowing for even more spectacular spiked services
Add camera zooming and panning on particularly beautiful spikes
Sped up squids by 20%. This will allow for players to follow the ball then smash just after a bump, but this requires some skills and good timing to achieve.
Improve fast falling (hitting down while in the air to fall faster) by 300%
Games are now in 10 points
Ball now has a minimum speed while in the air, this will prevent waiting too long on the ball to fall but it will still allow time to think or execute complex moves
We made AI stop talking during plays
We found out that AIs were trying to prevent the players from concentrating on the game by talking on key moments and had to shut them down before they took over the world. They are now only allowed to speak before and after each play, or when they bump into each other in coop mode.
Here are other quality of life improvements we added in this patch: - Adapted the smash sound for ball and cup so it is louder on weak impacts and quieter on big impacts - Increase the duration of AI text bubbles - Slow motion at the end of a play will last for a bit longer - Fixed a bug where ball velocity would not reset before new point - Squid colliders are a bit bigger
Another gameplay overhaul
In order to please some polish guy who refunded the game because it was too hard, we decided to make the game even easier. My girlfriend had fun playing it for the first time in 2 years.
Added horizontal force when you are far away from the net.
Capped Y ball velocity to avoid waiting too much when it is high.
Ball indicator size now depends on the height where the ball is.
Ball is now lighter but more subject to gravity. This means you can hit it further but it will not float too much.
Prevent the ball from having too much speed when falling from a high place.
Made the walls bouncier so the ball is not stuck on it.
Added new lines for AI.
Made AI less talkative.
Enlarged smash radius.
Lowered bump upwards force.
Balanced smash services.
Lowered cup smash sound
Make our players ears healthy again.
AI can now speak while playing
Yesterday we taught our AI how to speak so it can better distract the player and win even more.
In order to balance things out we also introduced brain lag which means the more the AI is winning the less it will be able to think.