Anyway, I know it's been a while since the last update and for that I'm sorry but no need to pout for I have returned with some exciting news!
Seeing the Cheesy Game has only recently achieved double player digits and no input or suggestions have been submitted, I decided to fully release the game next week and move on to other projects - if you want to see what I'm up to, check the Kickstarter page for my new philosophical god-like simulator Vis Maior".
That being said, I am not abandoning the game! I believe it is now in a state where a full release is warranted, with an extra level, new mechanics and local co-op added since the launch of EA, and offers enough content and fun for its price.
I'll be squashing the last few bugs I'm aware of in the coming week and will post more info once the game is released :)
I want to wholeheartedly thank everyone who had already bought and played the game, it means a lot to me and - if there will ever be calls for it - I would be thrilled to add more stuff in the future.
Hope 2019 is going your way so far. I apologise for taking my time with this dev post but university work's keeping me busy. If you have any questions or tips for the game, just remember you can always reach me on social media :)
I've been thinking about what I want the game to be for the past two weeks and I decided on what will most likely be the full release version of the game. This includes:
still 5 levels of the campaign but the levels will be extended and each will be twice as long
a simple yet powerful level creator to allow players to create the stuff of nightmares for others to overcome
fully voiced characters - this will need a partial re-record of some existing lines ("quality" reasons)
two new mechanics - the canon (asset) and cheese split (gives players the ability to split into two slices of cheese and tackle puzzles in an easier manner - this will require some tweaks to the local-coop feature)
at least one boss fight (preferably two)
As you can see, there's still a lot of work for me to do :D With that being said, this does define the plan for the full release and is subject to only minor tweaks.
What do you think should be prioritised? Should I first polish the level creator or start working on the additional campaign content? Any suggestions will be welcomed :)
I leave you with a gif of a mouse, flying through the air after being shot from a canon - coming soon!
It's time to call your mum and save big money because the local Co-op update is here and it brings with it the first cheesy Steam sale ever!
Get ready for the patch notes:
1. Added local co-op!
press F10 or connect a 2nd controller to activate
play with your mum, a buddy or play with yourself
dynamic camera with a chance of split-screen fun
good for parties (I think) or for tackling challenging parts of the game
2. New minor level creator features
added groovy tunes for that music-inspired creation
you can now determine where both players spawn within your levels
fought an army of bugs and won
3. Improved menu UI
now makes a plop sound
words get bigger :O
That's all for now, folks! This update was quite a challenge for me but hey, here we are! If you find any bugs or think of any cool new features you'd like to see included, be sure to let me know here or on Facebook (link in the game).
There have been a few changes in my plans for future updates and I will soon adjust the roadmap accordingly so that you know what's coming and let me know what you think.
Right now, it seems the next update will focus mainly on the core features of the game - and add A GIANT MOUSE-FIRING CANNON!!!
Thanks for reading this, here's a new pic for your trouble:
Since we'll all be partying like there's no tomorrow tomorrow, I thought I'd give you a quick update on the coming new feature - the local co-op mode - today.
The good news is - it's coming real soon, so you better watch out! There had been a few bumps on the road to making sure it's working within the entire game but the whole campaign and any potential future levels added to it are now fully compatible with the feature and await release.
The not so great news is that implementing the feature with the level creator is a bit tricky. The idea is to give you the tools to create co-op levels that anyone can enjoy with their friends on the couch and at some point in the future online.
To bring this to an end, the promised local co-op feature will be rolling out sometime next week. You can expect a new dev post once the update goes live :)
Hear ye, hear ye! 'Tis the season to be merry, for the Cheesy Game Roadmap is here! Check out what's in store for the next few months of development and let me know what you think below or on Facebook.
The first big update is expected to hit Steam sometime mid-December and will introduce the joy of local co-op to the game. The current goal is to allow two-player co-op in the campaign, as well as updating the level creator with the means to make any user-created level fully co-op compatible.
Excited? Infuriated? Let me know below so that we can shape the game together :)
Bring out the fondue sets! The game is now officially live on Steam for everyone to play! So grab your gamepads, ready the cheese platters and dive right in.
While you're jumping about, like the magnificent cube of dairy ambrosia you are, please remember this is a one-man early access game made by a self-taught pineapple-on-pizza lover. There will most likely be bugs, glitches and some rather weird stuff going on at times.
With that being said, you can be sure I'll do my best to squash any unwanted foolery and update the game with new content on a regular basis. Although the race to the finish line was a tad bit exhausting, I'll be polishing the current version of the game during the coming weekend and rolling out a patch on Monday, making it our first official 'patch' day together - well isn't that exciting?! Please be sure to send any bugs or ideas concerning the game my way so I can get to it ASAP.
Finally, let's put on some classical music, grab a glass of Port and get serious for a moment. Publishing a game on Steam has been a dream of mine since I was a little kid, not yet introduced to the wonders of cheesy products. I'd like to use this space to thank all the people that helped me achieve it - my friends, whose patience with the game during its testing phase helped me more than I'd like to admit, and my family - whose silent disappointment of how I choose to spend my time helped me maintain the drive necessary to finish this cheesy gaming disaster.
Whether anyone is actually reading these will forever remain a mystery, however, if someone reached this part of the announcement then another 'thank you' belongs to you. Now get out there, free your cheesy family, defeat the Mouse Empire and let me know what you think :)
It is surreal to think that my first game is going to launch on Steam in just two weeks. What started as my fascination with 3D animation software and video games changed and evolved until I first downloaded Unity back in 2014. I had no clue what to do then and it took several projects and thousands of hours to get to where I am now but looking back, I'm happy I chose to spend my time that way. There is something miraculous about creating something even as simple as a platformer about sentient cheese. To withstand the disappointment of failing countless times just for those few moments of pure joy when things finally work as you intended them to is both puzzling and extremely rewarding. That is what this game is to me.
Now here we are, two weeks before release. My feelings would be best described as a mixture of horror and excitement. I've been working on this game for quite some time, learned a lot, added many new features, had some fun and I'm thrilled by the idea of releasing it into the world. Then again, I'm equally as horrified - this is all new to me and although I'm working hard to get it right, there's a part of my brain that is constantly thinking of new disaster scenarios that could occur.
I sincerely hope you'll enjoy my cheesy little game and I'd like to invite you to share your feedback with me when you're ready. There have been quite a few bumps on the road to release and compromises had to be made so that the game could see the light of day. Here's to hoping that's all behind us so that we can focus on what really matters - making a fun game. Also writing cheesy cheese puns.
Are we there yet?
The game will be releasing on the 30th November 2018. The following features are being worked on and will most likely be included on the release:
Steam Achievements (some)
Steam Workshop implementation
Level Editor (alpha stage, finishing touches)
Some assets added into the campaign
Slight UI changes
Phew! That's a lot of stuff to work on but so far so good. I'll be sure to keep you in the know by releasing another developer announcement before release.
Thank you so much for taking interest in the game.