This update focuses on optimization and ergonomics.
The most notable change is the way energy is consumed when performing a displacement action. Until now, each movement has consumed a little energy. From now on, by default, units will no longer consume energy when moving, unless they are injured. The more damaged they are, the more energy they lose.
In addition to that and bug fixes, I tried to improve the readability and balance of the colors. It is still a work in progress....
- Change in the logic of energy consumption on unit movements. - When Node moves before the companions reach their target destination, their new path is now calculated correctly. - When a companion a level, the accessibility of the tiles is correctly recalculated. - When a companion is selected and a plugin is added to the grid is now reset. - In sticky mode, if a companion does not have a direct path to Node, he looks for the tile as close as possible to Node.
Update 0.33
This is the first update after EA launch on Steam, the Indie Game Factory & IndieCade Europe events.
It focuses on optimization, bug fixes (mainly related to unit behavior) and UX.
One of the things that has come out of the feedback over the last few days is the difficulty some players have in understanding some of the game's mechanisms. It's a game where you have to discover the potential of the gameplay as you go by, but I'm working to make it as understandable as possible is this and the next updates.
[Optimization] - Rewriting a part of the grid and the behavior code [Bug fix] - Units leaving the levels did not update the position of the tiles. [Bug fix] - The path between keys and doors was no longer highlighted. [Bug fix] - The units' behavior was blocked when they had no possible movement. [Bug fix] - Tracking a companion's behavior has an incorrect calculation path [Bug fix] - The follow behavior in sticky mode tends to go on the same tile as Node. [Gameplay] - The follow behavior of the companion is now set to "sticky" by default. [Gameplay] - The energy is recharged to a minimum of 50% when entering a new level. [UI] - New cursor implementation [UI] - The tile highlights have a new design and behavior [UI] - The "Re-Sync" alert is no longer useful and has been deleted. [Design] - The doors now have a more closed design [Design] - Redesign of "tutorial" levels to be more concentrated and compartmentalized