Reptomom cover
Reptomom screenshot
Genre: Indie

Reptomom

Winter Sale Discount

'Tis the season to move a few units. By the power of that Christmas miracle, maybe I'll be encouraged to get the game out of Early Access!
As New Year's resolutions go, that's not bad.

New Translations Incoming

I know there've been painfully few developments in the past few months, and I'm sorry. I do aim to get the game out of Early Access someday, but I have to get the ball rolling again, and it's... you know, lead, or something.

I've decided that the least I can do (actually, it is a lot of work, but I like it) is start translating the game into other languages. So far I've got the intro totally translated into French - maybe someone can let me know what they think of it. You can choose the language now on launch, apparently (that's what Steam's documentation says, but I'll have to confirm).

I'll try my hand at Spanish in the future, but since I've got only a few years of that under my belt, it may not go quite as well. We'll see!

Long Overdue Fixes

There was always supposed to be stronger gravity in the Mt. FaceMelter stage, because science, and that's finally now the case.

Missing checkpoints have been added into Fossil-Vania and Echo Beach, also, and some minor design issues have been addressed.

It's getting a bit more interesting to play, in some places. Yay!

Gettin' Good Under the Hood

Today's announcement is just to say that there's been a good deal of nittty-gritty optimization to the game loop and state-checking - which, in all likelihood, no one would ever notice if I didn't make this announcement. It's just the right thing to do, I guess.

The City-themed stage is forthcoming, now that I've worked out the scale and some other details that were holding me back.

Stay tuned - it is possible you'll see a sudden discount for the Summer Sale very soon ;)

Local Save/Load now Operational

Implementing file I/O is far from my favourite thing in the world.

Probably because I wanted it over with, I got a little ahead of myself, and tried to work in the SteamCloud functionality at the same time as the local stuff. This was ill-advised.

Suffice to say, for now, your high scores and letter grade data for each stage will save on your own machine. Your progress at large (i.e., tier gates cleared) will be pulled from Steam, if it's the more recent data, or from your local save.

Let me know if this works as I'm hoping it does :)

Now, on to the Cloud....

WE'RE BACK

After my impromptu hiatus, I got up the gusto to work on Reptomom today. To celebrate, there's a 20% discount on the game for the 2019 Summer Sale.

I'm painfully aware of the remaining problems, but I'm dealing with them one by one. For example:

  • The time grade calculation was faulty when the stage was not over a certain length (width) and would always give an 'F'. This is now fixed by setting a minimum value for the width multiplier.
  • The checkpoint in Mt. FaceMelter, depending on where you crossed it, would place you directly over the lava with no hope of escape. I believe that is now fixed.
  • The fact that high scores aren't saved between sessions is going to be addressed when I implement the "Continue" selection from the title screen. Other things are currently saved when choosing "New Game", such as the number of time-tiers cleared; once Continue is implemented this will not be the case.


In happier news, there is now a special ending for speed running the game in under 20 minutes! It's totally ridiculous, but it's something that inspired me to come back to work on the game, and resulted in a day-long loop of Super Metroid music running through my head. :)

It all still needs so much work, but I'm going to try to keep at it.

Still Here

It's been a while, hasn't it?

Thank you to all the curators who have redeemed my game key and written a review. I haven't read them just yet, but I do hope they're optimistic, maybe even positive to some degree.

I've gotten into a bit of a slump, so there hasn't been much in the way of updates since the last one. I do plan to implement the City stage template, as well as fix up a whole lot of things.

As usual, if you have a shortlist of things you'd like to see prioritized, fire away.

Fix to Art Viewer + New Art

I introduced a bug while trying to optimize the Extras > Concept Art screen. It should be fixed now, and your previous unlocks should have been restored.

Also, there are a few new pieces to check out, making the whole collection thing more worthwhile! The length of the menu still needs tweaking, as it currently overruns the edge of the screen, but you can still see all the pieces by scrolling down.

Update: Achievements

Hi all,

I've got some new achievements implemented (with graphical assets, even)! The stats linked to these achievements should now persist through new sessions of the game - meaning you won't lose your unlocked art when you exit, for example. I've still got to make this true for the level scores and progress gates, however.

Please check out the newest build, and see if you've earned anything new :)

More refinements, tweaks, and other glorified names for bug fixes to come. Please stay tuned.

Known Issues - Fixed, then Broken again

Hey all,

I went to fix a bug in the Extras screen where you could view art before you actually had the coins to unlock it.

Although that's fixed now, I seem to have somehow broken my Steamworks API implementation. The Steam client isn't being detected. I think this may have resulted in the app crashing on launch for any number of players.

I'm reverting to an older build while I sort this out. Thanks for you patience.

K