Some new levels from the game, over which we worked this week.
Devblog 05/20/2018
Greetings, friends! ːsteamhappyː
We are glad to share the latest news about the development of our game. Please, share your wishes in the comments. And add the game to the wishlist so you do not miss the next news.
1) Summer sale of Steam
We have sent an application for participation in the Steam summer sale. After all, there is nothing better than a warm summer evening to play a good puzzle with a story, bought at a discount, right?
2) We’ve finished last puzzle of the second chapter
The Lightning Wall is a new puzzle, that can kill heroes. There can be several Lightning Walls switched On or Off in the location. When the character passing through the tile with a special switch, the state of all the Lightning walls is changing to the opposite. By the way, there can be few switches on the level!
https://youtu.be/OEa_G2bVNxE
3) Interface edits
Some players wanted to see total number of keys on the level. Well, we’ve done it.
Also, we’ve removed John's face from the Victory menu, and now we’re showing a variety of useful or funny tips instead.
Add the game to the wishlist, tell your friends, write your feedback. This will help us!
Greetings, friends! ːsteamhappyː
Game updated on Steam! And we’ll make a weekly discount from April 30! Add to wishlist, so you will never miss it.
And for now here’s a devblog for past two weeks.
1) New levels
We’ve added four new levels in the first chapter.
New levels 3 and 7 are aimed at a more smooth increase in complexity at the beginning of the game. Levels 14 and 19 are complex and interesting. The estimated time for the first chapter is now ~ 1 hour. It used to be ~ 45 minutes.
Three new levels in the second chapter (7, 8, 9). With a new puzzle, about which we wrote earlier - web. Level 5 became more difficult.
The new levels will be marked in the level selection menu. All the progress of the passage is saved, no need to star a new game.
2) The new puzzle
Jumper is a new puzzle. It throws the hero aside by 1, 2 or 3 tiles. After that, the jumper turns off.
If the hero passes through the puzzle turned off - it will be activated again, but the hero will continue to move according to the usual rules.
Write your ideas in the comments, subscribe and tell your friends. Your support is very important for us!
Greetings, friends! ːsteamhappyː
Here’s the fresh devblog with news for the past week. We are waiting for your opinion in the comments!
1) The new puzzle
We’ve drew sprites and implemented the logic of a new puzzle - Webs. It is placed on the floor tiles.
Webs stops any hero that passes through it. After that, the web collapses. When you re-pass through the web, the hero will continue to move without stopping. The turn cancellation acts on the webs just the same way as on the chests/keys.
Game updated!
Greetings, friends! ːsteamhappyː
The game was updated on Steam. We ask all to download and evaluate it. We need your opinion!
1) List of changes
Generate random mazes, background effects of game levels, in-game walkthrough, updated interface and more. You can read the complete list of changes at our Steam community page:
03/10/2018 03/17/2018 03/31/2018
2) Level restart
Now you can restart any level with the "R" key. This can be done in a level or win/defeat menu. Very convenient, by the way! ːsteamhappyː
3) Bug fix
After changing the language in the settings during the game, the level name in GUI was not updated. Has been fixed.
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Greetings, friends! ːsteamhappyː
We are proud to announce that next week we plan to update the game.
What’s done over the past two weeks:
1) Tips to pass the level
You don’t know how to pass the level? No problem. Now we have a special button that shows you the next turn.
If your turn is not the first, the level will be reloaded and after that the tips will be activated.
If you will disable this option then the level will not be reloaded.
2) Improved interface of game levels and dialogs
The GUI is now disabled during the splash screen before the level.
Panels of collected chests and number of moves are grouped with a undo button and moved to the left edge of the screen.
The interface of dialogs has been altered. Added animations during dialogues - portrait of the talking character is now moving up.
Reason of defeat will be shown now.
3) Bugs fix, code refactoring
Two unpleasant (but not critical!) bugs were fixed. Plus, a lot of work was done on code refactoring and project architecture. This will avoid a number of possible errors in the future.
https://youtu.be/pworiE2BIhM
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Greetings, friends! ːsteamhappyː
Firstly, we ask you to help us with the the development. All those who have already tried the game, please leave feedback in any convenient way:
Steam page Facebook VK
What did you like? What more needs to be done? Maybe you have any ideas? Or do you just want to wish good luck?
Write about it! It is not difficult for you, but it will help us greatly in our work!
1) Game levels backgrounds
It has long seemed to us that the background looks a bit boring. Therefore, we finalized it:
we’ve added another row of darkened floor tiles outside the level;
Greetings, friends! ːsteamhappyː
Our game development does not stand still. Here is the latest news.
1) Generator for random labyrinths
The first step to the level editor!
Now the game can independently generate labyrinths of any size with one right way out. How many labyrinths can you go through?
2) Work on the dialog system
To be honest - dialogs integration was a hell. Therefore, we decided to refine this tool. Make it more convenient. This will simplify and accelerate the addition of new levels. And the cutscenes will become more dynamic (probably ːsteamfacepalmː).
3) We’ve Improved special effects
Added particle effects to the Grail on level 18 of the first chapter. Minor improvements for some rooms.
4) Results of the GTP Indie Cup
Unfortunately, we didn’t win the competition ːsteamsadː But this means that we need to make more effort and try to make our game better!
Subscribe, share, write your wishes and feedback. We will be happy!
Greetings, friends! ːsteamhappyː
So, we share some news over the past week.
Also soon the game will be updated on Steam. Subscribe if you’re interested to try it first!ːsteamhappyː
1) Control of two heroes:
- According to the plot of the second chapter, John and Hans are have to unite. Only so they can go through all the traps. Now the levels will become even harder and more interesting!
- Rules of the game will slightly vary:
* Player chooses which character to move
* Number of moves and undos are joint for both characters.
* You can collect keys and chests by any of the characters.
* You need to bring any character to the exit to win.
* You’ll lose if one of the heroes perishes or runs out of turns.
* Each hero is impassable for another
2) New levels:
- We’ve made 4 more levels for the second chapter.
- All the levels of the second chapter are without dialogues so far.
3) Bug fixes and improvements:
- Fixed a bug when each fiery wall was placed on the playing field twice.
- Improved particle FX of keys and chests pickup.
- The entire dialog phrase will be displayed if you press Enter. The next phrase will appear if you press Enter again.
- Modified internal development tools.
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