Hi all. It's been a while since I last posted, and I suspect a good chunk of you became a part of this community hub after I sort of went on hiatus. Crowsworn, the next game I am working on, now has a Steam page, which means you can wishlist it!
https://store.steampowered.com/app/1614330/Crowsworn/ After releasing Unworthy, a lot of stuff happened in my life in an exceptionally short time period... a lot of highs and a lot of lows. After releasing the game, I got married, lost a close relative, started working on another game, and had two beautiful children. Definitely A LOT happened.
I wanted to let you all know that the next game I'm working on, Crowsworn, has a live Steam page. It is a metroidvania, inspired by three of my favourite games. Hollow Knight, Devil May Cry, and Bloodborne. It's definitely a bigger project than Unworthy, but so far the development has been nothing short of surreal. We've had exceptionally positive reception, with a YouTube trailer that more or less went viral.
[previewyoutube="Yz2dyV8ck00;full"] We brought Matthew "Leth" Griffin aboard the team (Team Cherry's Marketing / Publishing Manager... I guess our's too now). He even has our protagonist next to Hornet on his twitter banner... SURREAL!!!
Anyways I just wanted to share the Crowsworn Steam Page with you guys. If you liked Unworthy, you will definitely love Crowsworn (when it's released). Thank you all for supporting me through your interest in Unworthy!
Sorry for my absence lately all. I've had a family member diagnosed with cancer recently. I've been exceptionally busy with medical appointments and just wrapping my head around the whole thing. I can honestly say I haven't touched or looked at Unworthy for the past week and some. I'm hoping to get back into it asap and bring quality of life improvements like that long awaited weapon wheel. I definitely have my hands full with chemotherapy visits and the like so I'll definitely be moving at a slower pace. Thank you for your patience all.
Version 1.0.1d (The Skill Tree Update)
Hello again all. Apologies for the frequent updates, but I've just been monitoring streamers and looking at comments everyone has been making. Although I don't always agree with everything that's suggested, I always look into what's being said and tend to re-evaluate my original decisions. One thing that has been brought up frequently is the skill tree system. There have been two primary grievances with the way the system is now.
It is ridiculously difficult to purchase skills later in game. This is due to the very aggressive inflation of Sin cost for the skills.
Some skills are exceptionally underwhelming in later game (i.e. Tainted Blades).
So... I've tried to address both of these issues. Although I still don't want players to be able to suddenly purchase all of the skills in their first playthrough, I do want them to be accessible. I have reduced the expense of purchasing skills later in the game, but the costs are significant. The NG+ enemies now drop WAY more Sin. These two changes together should make it possible for players to max out their skill tree by NG+++. Also... I noticed that enemies were not scaling properly in NG+ (it was considerably easier) so... expect a much heftier challenge in NG+ now.
The skills that had fixed stats have now been changed to be dependent on Character level. This is a change that will make skills like Tainted Blades basically have the same impact as before on your first playthrough, but will allow them to remain relevant in NG+ and beyond.
That is all for now. Yes! I am working on a weapon swap wheel, and yes I will be updating the GOG build as soon as I can. Cheers! :)
Version 1.0.1c (The Spirit Bow Quality of Life Patch)
So I've spent a lot of time reading the comments about the Spirit Bow and what folks disliked about it, I also looked through as many stream recording of the game as I could to try and observe what the actual issue is, and I've come to a few conclusions. People don't like how fast the bow charges (i.e. very small window to get the right target), and people sometimes let go of the control stick as they fire, often leading to last minute missed shots. Some folks suggested different methods to choose where the bow targets, and although all these ideas are good, they conflict with a lot of the other underlying design decisions (mostly level design). So... I tested with a few folks on the beta branch and I think we've nailed something really nice here.
So... the patches here are small but significant.
The Spirit Bow now starts at a longer distance charge, but charges slower. This means the very low distance shots (that are mostly useless) can no longer be performed, but it's a lot easier to tune the distance for the long shots.
The Spirit Bow now has a buffer on the angle shot... this should prevent the problems where the thumb would twitch and you'd lose focus.
The Spirit Bow now has a quick shot teleport, useful for straight forward teleport shots (i.e. against Amandil). This is done by just tapping the attack button instead of charging.
The next up:
Implementing Cloud Saves
Implementing a Weapon Wheel for quick weapon swaps.
Cheers all!
Patch 1.0.1b
Hi again all, just another patch to fix some of the reported bugs, and provide some new features.
Here's the list:
Fixed bugs where if you would teleport on top of a spikey wall thing (boneyard) it would crash the game.
Fixed a bug near the gondola ride where you could teleport to a location where you would be stuck permanently.
Game will now pause combat (black screen) when window is out of focus. I know a lot of players wanted the ability to step away from machine to go to the bathroom or whatever... yah...it's there now when you alt-tab.
EDIT: Removed for time being, found a last minute bug if alt-tabbing in death state.
Reworked the save system. This will only work once you launch the game on the new updated version. Presently the files were encrypted to be machine specific, it was impossible to transfer your data over to another machine. The new system will allow you to move files from one machine to another. Next i'll be working on implementing cloud save features with this.
Secret last boss was bugged... it's been fixed.
First sorry for all the announcements... Patch 1.0.1a
This is a small hotfix patch to try and deal with some of the issues reported thus far. It deals with some minor bugs, and deals with some overall improvements based on feedback.
The spirit bow has been reported as a grievance for a lot of people. A lot of folks are having trouble controlling it on controllers. I am presently thinking about how to improve this, but nothing is quite obvious. The one thing that most people complained about is the fact that the teleport ability uses ability meter. I agree this is a bit silly, the teleport arrows now are free and cost no ability. This should rectify the problem of having to wait too long after missing a shot.
Thornvale is a nightmare for a lot of people. To improve this, there is now a kiln available immediately before the boss fight. This means all you have to do is successfully traverse Thornvale once and the rest is about killing the boss.
Father Amandil seems to be too difficult to be just fun. Most people find phase 3 with the double walls to be too challenging with insufficient safe space to dodge attacks. He will now at most spawn one wall.
A few more map bugs were identified pertaining to some end game secret areas, this has now been addressed. Again, if your map has issues they will be fixed on your next game start.
Fall damage has been reduced.
Future to do:
<*>I will be working on implementing some sort of weapon toggle system so that players no longer have to switch weapons out of the menu screen.
<*>I will continue to think about how to improve the spirit bow experience, but nothing is immediately obvious to me.
<*>I think I've figured out the reason behind all of the cloud save issues with initial launch and will be working to implement appropriate cloud save features.
Until next time. Cheers!
Working on Rolling out 1.0.2
Hi all, I'm preparing to roll out v 1.0.2
This should fix a few key issues
There is a bug with the map after you've explored enough of the regions, this patch should fix it. That being said, it likely won't fix it on your current playthrough. This has to do with the way map data was stored, it'll basically ensure that on your next run the map should be bug free (I hope).
Fixed a bug with the third boss potentially dropping the item in an area that you could not collect it. This would force the player to restart the game and have to kill the boss all over again.
Fixed visual display of keys rebinding for keyboard for the in game menu.
Fixed an issue with the commune script. If you don't know what this is... don't worry about it.
I will be rolling out the patch tonight, in the meantime if anyone would like to test it and let me know if there's any conflicts or issues, you can do so by going to the beta branch of the game. This is done by right clicking on the Steam title, then going to properties, betas, and selecting beta branch. Cheers!
Please note, if going to beta branch somehow messes up your data (it shouldn't) you are doing a service by helping get the bugs sorted out ASAP! :D
Unworthy Patch 1.0.1
Hi all, just wanted to let you know I'm super thankful for all of the bug reports that have been sent my way. Some caused isolated game crashes, some were just unimplemented features (i.e. Steam Screenshot F12).
Patch 1.0.1 Contains the following fixes:
Fixed a bug where game would crash in select circumstances when dying (very rare)
Fixed a bug where some bells would not properly open doors when being struck
Temporarily disabled Steam Cloud service since some people had issues opening the save data on other comps which would lead to corrupted data files. Still unsure why this is happening, but I'm looking into it.
Added the Steam Screenshot Feature (F12)
Next Patch To Do:
Add support for PS4 controllers, since game only recognizes XboX right now. (hopefully is doable... not entirely positive I'll be able to do this, but I think I can... hopefully...)
Fix some minor sound bugs / glitches that occur in game, nothing game breaking, but a few have been reported.
Hoping to see what I can do to improve the bow aiming on controller, as it seems to have been an unpleasant for some players.
Cheers! Thanks for the Support all!
After 3 Long Years Unworthy is Finally Out!!!
Unworthy has finally released!
I have nothing else to say... it's finally out...
Unworthy Releases May 29th, 2018
After almost 3 years of work, animating, coding, and designing, I am finally able to commit to an official release date for Unworthy.