Happy Monday! Got a significantly updated version of the public gameplay testing build for you. If you’re not too far into the unlock progress but already have old save data, I recommend starting off by going to the Options and erasing your progress. The new version of the game starts with a bit more default content than the old one, so it should be a little more engaging a little earlier on.
This version also includes some of the Story Screen interface mentioned in the previous post, but all of the actual story content will be hidden away until the game’s release. For instance, here’s a picture of the player character encountering a snippet of the storyline in the wild.
In a strange turn of events, this new alpha build includes the first changelog that I’ve ever kept for myself. Only took ten years! The full list of updates is right after the download links.
Windows
Windows (64 bit)
Mac
Linux
Web Player
The Campaign difficulty curve is changed significantly, and part of what that means is that it’s based on some amount of guesswork, so letting me know how far you can get (along with how long you’ve played the game so far) would be super helpful. Who’s a bad enough dude to finish Building 6?
MARCH 11 CHANGELOG
Noteworthy
– Two floors per building instead of three
– Odd buildings only have traps (no Sentries), even buildings are normal
– Different floor types for different rooms of one level
– Possibly finalized unlock progress!
- Removed first three levels of unlocks
- Start with Sprint, Dig, Invisible, Blocks, easy laser, easy floor, and sentries
- Removed first Difficulty unlock (too insignificant of a difference)
– “Surveillance” screen overlay before player spawns
– New Huge Table and Black CRT props
– Began work on Stories screen
Bug fixes
– Fixed an issue with binding actions to a mouse button
– Fixed a problem with using selected items while deactivating teleport+/invisible
– Player character’s Status Lights were visible in elevator before spawning
– Player character was unintentionally invisible during Teleport+
– Fixed problem that caused Easy Sliding Walls to turn permanently white after hitting the player
Tweaks
– Adjustments to overall Campaign difficulty curve
- Should be tougher, but more succinct
– Food meter blinks with player lights when objectives are complete
– Level generator will no longer spawn two upgrades in one level until all three have been seen
– Intermission screen is a smidgeon faster
– Easy Laser traps pick either a single high or low beam instead of always using a high beam
– Keyboard users can select items with the number keys
– Better furniture-by-rooms selection
– Slightly improved “Eating” particle effect
– Optional tutorial in first level to explain how to use the elevator
– Can crouch/uncrouch before spawning (shown through camera movement)
– Bonus ticks in Campaign’s Progress screen indicate how they were earned
– Campaign difficulty levels have six possible sets of eight names (“Regular,” “Peppery,” “Medium”, “Spicy,” etc. – no more percentages)
– Rebalanced Challenge 9: The Juggernaut
One Response
Mike
Nice idea with the musical instruments, that’s suuuuuuper important for learning something completely. Like you’re going to know about different materials and how sound works, thats cool. I learned about how meat dries, and now I have an idea of how things dry. Also, for the cell game, (maybe) making it more realistic, by like making it kinda like a 3d osmosis jones will make it more visceral and real. maybe. Yea but it’s gonna take you a while to make anything, just like my cousin who’s an artist, each mosaic takes like a month, depending how big it is. A big project, like on the side of a building took him like 8 months, but his work is…. rigorous and detailed and very thoughtful and carefully crafted. His works are good, old museum art good, like roman vases good. Anyway, yea it’s good that you are making your own instruments because i’m doing the same thing, but with economics. It really helps you understand precisely how the physical world works. It’s nice.