It's still very early in development and with this game I hope to make a similar but better game than the first! A Kickstarter will likely happen at some point, which I'll keep you guys updated on once it launches.
This new game is a prequel, set thousands of years before the first game. You'll play as an ancestor to Greencap, still a lonely mushroom but now with a quest of uniting the divided mushroom world. Equipped with a whip the combat leans more heavily into a Castlevania style of gameplay. The fluid and fast movement of Lone Fungus will still be present but some aspects will be toned down, like the amount of button inputs will be way simplified.
The game will still feature optional & hard platforming challenges, but they will however be even more optional. They will not count towards 100% and existing as true extra content than players who are not into that can fully ignore. Swapping between spells/movement options will also not be a thing, in fact I've taken all feedback I've gotten towards the first game and everything I've learned from making the first game and with that I'm hoping of making a second game without those core flaws that existed in the first game.
The artstyle is simplified to make production faster, which gives me more time to make more interesting environments. Perhaps not everyone will be into the new artstyle but I think it looks better than the first game even though it's more low-res. Most fans of the first game seem to like it though.
If you got any questions, feel free to ask them. If you want to follow the second games development in detail, you can join our Discord, where I post updates on it as it's being worked on.
Discord : https://discord.gg/4zwXG4umPV
Is the first game going to get more updates?
Yes!
I can't say when though, I'm having a much needed break from the first game and I'm enjoying my time working on the sequel. I'd rather focus on where my passion lies. That said, updates will come to the first game. Some stuff possibly after the first game, I can very much see myself overhauling a bunch of stuff in the first game in some years. That said, it probably won't take years for me to go back and fix bugs and implement minor improvements. One stretch goal of the first game's Kickstarter was to implement a boss rush mode, this is something I've promised to do as well. I however am not sure when, I think working on a sequel is more exciting at the moment.
That's it for now, please do Wishlist the new game! Wishlists on Steam are super important for the games visibility. Thank you everyone and I hope this new game is exciting for the fans of the first!
1.0.19
- Fixed Purple Mindshroom Relic not working - Remade how the video tutorials are shown (preventing crashes for some players)
1.0.18
- Fixed two levered gates not showing up correctly in the map - Made it so the 'New' tutorial unlocked notice will save into savefiles (It did not used to) - Reverted the Great Spin Slash interaction with Vibrant Crystal
1.0.17 Relic cost re-balances, Steam Cloud activation (read about it)
So I've finally turned on Steam Cloud saves support! This is Steam automatic system, make custom backups of savefiles perhaps running the game!
I'm very sure the system will warn you if there are conflicting files on multiple systems, this still opens the risk of users not reading the warning and somehow overwriting their savefiles. I'm not entirely sure if Steam makes backups for previous savefiles.
Besides that I've fixed some minor bugs and what's more exciting is that I've lowered the cost of many Relics! As requested/suggested by the community from what I've read!
Changelog: - Loads of Relics have had their BN cost reduced (If you have set Relic equipped already, re-equip it) - Fixed a bug with the Great Spin Slash + Vibrant Crystal projectile, and also nerfed it (sry) - Fixed it so the game does not center on the screen when starting the game / going back to the menu - Possible fix for a DirectX crash when leaving some of the practice rooms - Fixed being able to parry a gate you should be able to - Fixed a bug where the 'Underwater' effect would carry on if you die/exit while under water - Fixed a gate in Acid Dungeons not showing up correctly on the map - Did a change to savefile data which might conflict with Livesplit
1.0.16
- Incorporated a more accurate in-game timer - Time will not stop when at Save-Shrines - Fixed not being able to bind the Attack button in the re-binding controller menu (Ingame Settings) - Made it so the 'Enter' button works to bind even if you've unbound 'Jump' on Keyboard (Ingame Settings) - Fixed being able to pause while a boss is dying (causing some oddities) - Possibly fixed a bug where one of the Evil Eyes that Queen Evil Eye spawns would bug out
1.0.15 Improved Wall-Bouncing, again!
I've continued my mission on making the Wall-Bouncing feel better, it should be way more consistent now! As a result I've re-made every Wall-Bounce Ladybug/Astral Section in the game. I hope I did not miss a section anywhere and as a result made some section unbeatable. Generally I'm feeling a bit of a development fatigue now, it's not the best timing to be doing these kind of gameplay altering changes but I want to get them out and finish the changes I've started so I can take that post v.1.0 launch break I have not yet taken.
I've been hearing of players experiencing odd stutters happening in the latest patches, let me know if this has been fixed in 1.0.15!
Changelog : - Wall-Bouncing boost won't be based on current momentum (it's either normal or super based on wall-distance) - Improved Wall-Bounce vertical boost (much more consistent) - Tweaks done to parkour rooms to fit the new changes - Added some visual effects to Super Wall-Bounces - Spin Mushmovers will auto-turn the player - Changed the name of 'Location Explored' to 'Rooms & Secrets found' to reflect more what that counter does - Made it so you can hover over other areas to see it's percentage - Improved the bind button process a bit - Added a remove bind button - Visually updated the bind screens in Main Menu - Removed the Practice rooms from completion counter - Fixed an out of bounds enemy spawner - Changed how red vines spawn the player a bit (will fix the getting stuck in standup animation too) - Fixed arrow collision with red vines in Lava Temple - Fixed a lever on the map having the wrong ID - Fixed Astral Fragment not showing the description in Inventory
1.0.14 QoL update #4
Added a neat feature which will auto-mark levered gates you have not opened on the map. This is to make up for some flaws the map has. It will make it easier to remember what room is what and less moments of 'Ah I can go there' just to end up at a dead-end you forgot had a gate. This is only for actual gates though, I don't think I will add it for other stuff like Fire-Bounce blocks or Fire-doors.
Updates will likely slow down a bit soon, I've soon added everything I want to add for now until I move on to something bigger or just a different project. One thing I want to improve is the Assist-Mode a bit, so that will be coming soon. And I'll ofcourse be fixing any bugs that get reported/have been reported but I have not gotten to yet.
- Added an auto-mark feature for levered gates - Rewrote and simplified all spell descriptions - A unique popup will appear the first time you get a spell (similar to when you get the sword) - Fixed Great Spin Slash + Golden Light being bugged - Fixed Living Hives not pausing - Swap button will always work no matter the Spin Settings - Fixed spellstone showing only controller input - Fixed Great Spin Slash not working on the vertical vine in Frozen Depths - SFX given to when going into Astral Gates
1.0.13 Wall-Bounce tweak update! (Let me know if it's better)
I'm adding some semi-experimental new feature to the Wall-Bounce sections. It's basically a hitbox which corrects a bit of your movement similar to how Mushmovers do. Leaving less room for precise inconsistencies.
I've also tweaked the upwards/downwards momentum of Wall-Bounces a bit, it should be more consistent to how you fly off a wall. I did play test every Astral Gate that contains a Wall-Bounce and tweaked them a bit too.
I hope this update makes the Wall-Bounce feel a bit better! Let me know what you think and if this is a change in the right direction!
- Added 'correction' detectors at Wall-Bounce sections (New System) - Tweaked the Hitbox for Wall-Bouncing (More generous hitbox for doing the Strong Bounce) - Strong Wall/Ground bounces will have an unique sound - Tweaked all Astral Gates containing Wall-Bouncing - Description tweaks - Fixed a Mindshroom being misaligned on the map - Fixed collision with Acid Hammer and boss gates - Fixed a bug with pressing pause while a pickup description is present
1.0.12
- You can now parry and heal at the same time (Slashing animation is prioritized but you are healing) - Made Heal to Parry 2 default the first time you run the game and renamed it to Heal to Parry (Instant) - Added a prompt the first time you enter an Astral Gate - Rewrote a lot of descriptions, cleaned them up a lot so it's more to the point and less fluff - Fixed a bug where Save & Quitting early would say 'Color Caverns' on your Savefile - Made it clear you can't lower difficulties of Custom Saves (Custom save changing will come later) - Added some missing Relics in All Seeing Eye detection/Assist Mode - Updated the Assist Mode window prompt for Worldmap Hints - Fixed a bug with Platformer Pause assist mode option and Bounce Flowers in Deep Grotto - Fixed the Shroomyuken + Acid Infusion synnergy - Tweaked one ladybug room in Acid Dungeon - I disabled de-activating the sword for now - Added ceiling to Astral Gates that did not have one - Increased the time in which you cannot cancel the item prompt (It an be quick canceled with B or Heal button though) - Fixed so you would appear where you entered in the Practice Room - Some tiny SFX tweaks - Fixed a bug where Ice Block would leave you invulnerable for a long time after using it
1.0.11
- Assist Mode will work for saves that lowered their difficulty to Explorer - Lowered Master Blockmonsters HP but also lowered Ball Damage - Fixed collision with Mushmover & Gears - Fixed a bug with Teleporting while in a dialogue/reading a tablet - Fixed a bug with pressing pause while in a room transition - Fixed the music not stopping when Queen Evil Eye dies - Fixed the Variable Dash reverting to ON - Fixed so only the closest pin to the crosshair will change appearance - Restricted how fast you can place pins due to a bug with spamming pin placing - Tried making the map movement feel slightly smoother