Demo patch - 0.1.02d


A quick patch to update some of the main points raised on critical feedback.

Hey, also! OVER A THOUSAND DOWNLOADS!! Thanks so much everyone - I'm so genuinely touched people are enjoying the game.

Patch 02 notes

  • Drowning revised
    • When you fall in the water, you'll respawn at the last patch of dry land you were on, rather than at the entrance to the room.
    • Drown sensitivity adjusted again - not planning on adjusting it further past this, but may make some bridges double-wide in the future.
    • EDIT: 02b also fixes a crash bug accidentally introduced by the above. All clear now.
      • EDIT: Haha, I meant 02c?
  • Ease of play adjustments
    • Some areas (in the lower-right) are now gated off by junk piles until you can break them with the wand.
      • Previously, people were ending up exploring for way too long without coming across the wand and getting frustrated both by how long it was taking  to explore, and how much more aggressive some of the enemy layouts in those rooms were.
    • There's generally more direction towards where the wand is found, and a few (minor) NPC conversations to provide further direction.
      • Our friend the hooded vendor actually already had dialogue pointing you in the right direction, but it wouldn't prompt unless you had 0 magic bits. That was from before the mailboxes and garbage piles, when having bits meant you'd found the wand and killed enemies already. Fixed now so that the missing wand prompt takes priority!
    • There's also more direction to some secrets. I liked the secrets being genuinely hidden - but I need to focus on the tutorial area teaching you to notice them, then can put tricker ones later in the game instead.
    • A few enemy positions adjusted to be easier to dodge in the pre-wand rooms.
    • Dust Mote (and Dust Mite) aggression changes:
      • Dust Motes now pause slightly longer before diving at you.
      • Dust Mote 'notice distance' slightly lowered.
      • Dust Motes lock your position halfway through their 'pause before jump' delay, rather than at the end of it. This makes it much more likely you'll get away.
      • (For those who said the previous difficulty was perfect - it's the first area; there'll be plenty of space for more aggressive mobs in later regions. I need to make the tutorial zone more accessible is all.)
    • Garbage piles wiggle on hit, to give more feedback indicating they are breakable.
    • Garbage Eater firing squad changes to make navigating the room pre-challenge simpler.
  • Some weird stuff
    • Fixed a rare glitch where the game runs faster than the locked framerate and enemies/animations/everything moves ~2x as fast.
    • Fixed a bug where you can get the Dust Mote star, die without saving, and never be able to re-get it.
    • Fixed a bug where you can die while the boss is in its defeat animation and not be able to re-fight it.

Future stuff

There's a couple other rare problems that I'd like to address. One being a "grey screen" that seems to be caused by weird OS display percentages and another being some event flags for stars not respawning if you die and hadn't saved. These aren't happening consistently or to many people  - we're talking 1-3 times in 1000 downloads - so they've been hard to track down and I haven't personally reproduced them. But I'm aware of them!

Also going to try and add some more peanuts around the Junk Heap to hint at the wand and secret locations earlier - not necessarily to tell you outright where they are, but to guide you in the right direction and avoid feeling any lack of direction.

Past that, hoping to start focusing harder on future content. 

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