Sep 16, 2018
Supraland - DavidM
I am using the achievements mainly to track how far people get in the game.
Like pretty much everyone finishes the tutorial.
But only about 75% get to have a Force Cube.
Only 59% get the gun. And it keeps decreasing like that to about 15% in the end. Most people seem to get lost at the blue crystal facility.

There are 2 problems:
1: I added the achievements a bit too late so that a huge chunk of people played without them, so they are not counted and the numbers are now lower than they should be.
2: It's depressing to know how few people actually get to the point you're currently trying to work on. When you know you just work for the remaining 10-20% of the players it's hard to be motivated. That makes me want to streamline the game a little more, so that more people reach the later parts.
But I don't know if they leave because it's too hard or because they are bored.

But the question how much love you put into late-game-content is one every studio has to deal with. You must not drop the quality, but it's sort of not paying back.

These are the numbers of how many people finished those games and how long it took on average:

10% - 24h - Shadow Tactics
11% - 13h - Psychonauts
13% - 10h - Fieldrunners 2
13% - 100h - Factorio
15% - 10h - Thief
20% - 45h - Metal Gear Solid 5
22% - 31h - GTA 5
23% - 13h - Half Life 2
27% - 49h - Witcher 3
28% - 8h - Ori and the blind forest
41% - 8h - Portal 2
43% - 12h - Sherlock Holmes, Crimes & Punishments
46% - 13h - Rise of the Tomb Raider
48% - 7h - SteamWorld Dig 2
60% - 4h - Firewatch


Being in the 20's is normal for most games. Only few outstanding games get over 40% of their players to get to the end.
But it's of course also dependent on the difficulty. Tomb Raider and Firewatch are so easy, they nearly play themselves and Firewatch is also by far the shortest game on the list. So the numbers mean different things for every game. Shadow Tactics is very hard to get through so not surprising it has only 10% finishing.

Supraland currently has a playtime of about 8-15hours and is pretty hard in some places. So maybe I should throw in some more hints for the harder parts? What I definitely should do is make the facility easier. It drops from like 40 to 16% between the locker room and the blue crystal.

Are you a player that stopped playing Supraland at some point? I guess those players will not be reading Dev Blogs. But if you are, I would be super interested to know where you lost interest to play and why.

I'd also like to know which parts in the facility were the hardest to figure out for you?

Thanks!

EDIT: was just told that many people stopped to wait for the finished game. Ok... I didn't take that into account that you don't quite want to play an unfinished SP game.
Supraland - DavidM
I finally started with Blue Ville. Actually I only finished the puzzle that lets you enter the village once and for all.
I've also added a lot of other puzzles and things to the rest of the world. I wanted to release that as an update but I ran into a problem...

Before entering Blue Ville someone robs some of your tools. I had to get rid of some gameplay options for a moment because a cool puzzle could otherwise be solved in a way too boring simple way. You'll get your stuff back a bit later, but if I released this now and let you get to the early access ending, you would not have all abilities and couldn't go hunt for chests. Or if I gave you the abilities back, your progress would be screwed up once you picked the game back up, because you would have the abilities while you should not have them.

For that reason I will only put out another update once I'm at the point where you got all abilities back.
But then it will be a huge update.
Right now the changes list already requires some scrolling down. I did so much polishing work in many areas.

The changes most interesting to dev blog readers are these:

- Hero souvenir system
I added 5 more fallen heroes (9 in total now). And now you can pickup a piece from them and it will be stored on your shelf at home. When you found all of them (should be 12 in the end), you will be rewarded with something cool. I haven't thought of anything yet. At least there will be an achievement.

- I like the concept of having puzzles in early parts of the game that you can technically solve, but you don't have the knowledge yet how to do so. You're not missing any items or abilities, just the knowledge of how certain things work. That's why I put in a bunch of puzzles in that style in Red Town and around the Supraball Pitch.

- A couple of new puzzles. For example a new puzzle in the facility right before you get the float buckle will teach you a new mechanic that you didn't know exists. I've also added a completely new way to use the force beam. So far it's not explained how and it's only needed to get an optional chest. But it's so much fun that I will make it mandatory at some point.

- The strength upgrade will let you destroy pixel bricks with your sword - no more pickaxe needed.

Regarding the last bit and similar mechanics I've run into a bit of a problem.
If you for example find a pixel brick somewhere else in the world, but you don't have the optional strength upgrade, you could get the idea that you would need to carry a pickaxe all across the map. Same for carrots and purple flies.
I always provide a solution that is right around the corner. But in those cases it's possible to solve puzzles by carrying things a very long way. I'm not fully sure how to prevent all of this in a satisfying way. I just don't want you to do tedious, boring tasks.

So even if I somehow prevent you from getting the item all across the map, many people would still try and have wasted time. For example there are now waterfalls you need to run through, and purple flies would be killed there to prevent you from taking them past this barrier.
So you will now find flies in other regions of the map too, so if they are needed somewhere they will be close by. I hope I will get it right.

Progress will probably be a bit slower at the moment, because I also have to take on another project that should take me some weeks to finish. One of the books I wrote was translated from German into English and I have to do the layout for 280 pages and translate all the 120 graphics. This will have priority until it's done.

Thanks for your time!
David
Supraland - DavidM
I have a few questions for you so I can learn more about what's good and bad so I can improve the game. Could you fill in this form for me?

https://docs.google.com/forms/d/e/1FAIpQLScz8Qg6KCBWnOWbdXi4HphM0EjfwJn5TffYvFVxz__Co16lJQ/viewform?usp=sf_link

Thanks!
Supraland - DavidM


**IMPORTANT** If you want to continue your savegame,
copy Save1.sav from
C:\Users\name\AppData\Local\TheDrought\Saved\SaveGames
to
C:\Users\name\AppData\Local\Supraland\Saved\SaveGames
(The 2nd folder only exists if you started the game once).

I changed the project name from TheDrought, which was the old internal name, to Supraland. The change of the save location is an unwanted side effect of that.

- Fixed music and sound volumes not working
- Added FOV slider in options
- Music in carrot town repeats less
- Maybe fixed new bug with health sometimes not changing, even after dying - please report if it happens again
- Switched to new Unreal Engine (4.19 to 4.20) - this can have all sorts of unexpected side effects. Please report everything that seems weird or wrong to you.
- Added German text (not fully translated yet, but most of it)
Aug 18, 2018
Supraland - DavidM
- Added system that allows me to easily add little events involving NPCs; added a few events with "mom" running from target to target and telling you to follow her (instead of her just disappearing and waiting at the next target)
- Made NPCs with important information wave to you, so you are more likely to listen to them
- Improved performance of the HUD drastically (a lot of elements are no longer updated each frame, only when they are actually changed; this will most likely not improve your FPS because this is a CPU job and the CPU is done with the calculation of each frame long before the GPU is)
- Fixed being able to walk along tiny ledge to beat the platform puzzle before the chapel
- Fixed holes near the facility in which you could get stuck
- Fixed getting stuck on objects you carry while being on a jumppad and dropping them in midair
- On top of the highest mountain the view down is no longer blurry
- Now hiding speech bubbles of people talking who are too far away from you
- Fixed floor in a secret cave being slippery that you couldn't walk on it
- Fixed a secret mountain cave being too dark
- Fixed that some health fruits were not picked up automatically
- Fixed item/ability buttons showing a white rectangle instead of the correct buttons
- Made Demon-Grunt way more likely to spawn than Demon-Bomb
- Made Demon-Grunt death-gibs smaller
- Fixed Demon-Grunt attacking you after he's already dead
Aug 15, 2018
Supraland - DavidM
- Changed clothing of NPCs - Those with a certain clothing now always have important hints so that you will subconsciously get attracted to them
- Fixed cave under farm being too dark and foggy
- Made facility less foggy
- Demon-Bomb now explodes instantly if the damage dealt is very high. If you just barely kill him, he will turn into a bomb for you to explode whenever you want.
- Demon-Grunt now explodes with gibs and splashes (you hardly noticed him dying before)
- Replaced 2 money chests with sword upgrades
- Shopkeeper in redtown now tells you where to put the barrel instead of telling you to "bring them to me" - people would put the barrel into his face without anything happening
- Made puzzle in front of giant carrot easier to perform by making the button larger and quicker to press
- Added some more wood pieces here and there to make backtracking with the force beam easier
- Added more checkpoints
- Gun-Pickup-Coin upgrade only works on small coins, not on big ones
- Fixed ForceCube-Light tutorial not showing which button to press
- Fixed lots of other small things
Supraland - DavidM


- Updated button display on weapons and abilities - it's now dynamic and also reacts to switching between gamepad and keyboard+mouse
- Added lots of new secrets
- Made a lot of previously out-of-bounds areas accessible
- More fruits on cactuses
- Loot coins now also drop when you have 10 health less than max
- Fix case where unholy guy sequence breaks and he does nothing anymore
- Fixed bad shortcut between Power2 and Power3 segments
- Moved purple button in Red Town
- Added Blue-Ville signs in Carrot Town
- Gun now also shows combo damage in HUD
- Fixed problems with transparent objects not being blurred or distorted
- Strength upgrade now lets you jump higher while carrying heavy stuff
- Fixed gun not being able to move heavy objects that requires the strength upgrade to carry them
- New upgrade types added
- Fixed cases where view failed to change color (when getting damage for example)
- Lots of small things
Aug 7, 2018
Supraland - DavidM
- Should fix cases where options menu doesn't open (tell me if it happens again!)
- Improved post processing in the tutorial-catacombs
- Fixed wrong FOV in intro
- Added copyright info in Pause menu
- A rooster will now wake you up at the very start of the game
- Removed pickaxe that was lying around that was there for my playtesting only :s
- Reduced downloadsize of game from 8.1GB to 3.5GB, saving you lots of space
Supraland - DavidM


- Added Options Menu - You can now change lots of visual settings, your keys, audio levels and more. And there are nice hover and click sounds everywhere :)
- Changed Crouch mechanic - you only stay crouched while holding the button
- Crouch default button moved from C to Ctrl-Left
- Fixed navigatability in Red Town (got stuck here or there)
- Improved lighting in tutorial catacombs
- Added sound variation for finding secret areas
- Fixed music being too quiet after slomo over slime
- Added bubbles and moody light to slime pit
- In Carrot region enemies spawn less often but more of them spawn when they do
- Fixed music stopping in carrot region when you enter buildings
- Fixed wrong text when you get stone-grave-breaking upgrade
- Fixed strength upgrade being lost after loading game
- Fixed being able to get out of bounds while flying with fast travel pads between carrot region and superstar house
- Closed little holes around the still closed building in Red Town (looked like you could get there)
- Fixed getting out of bounds with jumppad from Redtown to Supraball Pitch
- Made music from Purple pit stay a bit longer when you leave
- Fixed broken door mechanism to hall that contains holy sword upgrade
- Fixed lots of hellholes being misplaced so that the ground clips through
- Color machine now rejects seeds if they are thrown in the hole
- Maybe fixed Quest display showing wrong quest
- Lots of other small changes, fixes and improvements
Aug 4, 2018
Supraland - DavidM


- Fixed Boss healthbar staying when you die
- Added a bunch of new achievements (they only get upgraded if you do the stuff now, not when you did it in the past)
- Added new mandatory mechanism in carrot village; also added secrets for it
- Mage is more forgiving with his aiming
- Less graves in Desert2 region
- Added new secret to Red Town (image)
- Improved lighting in tutorial catacombs
- Added another hint for the diamond pickaxe puzzle
- Fixed 2nd-fire Tutorial not showing up immediately
- Added shortcut back up to 2nd Supraball momentum puzzle incase you fall down
- Fixed some out of bounds opportunities
- Lots of small fixes and changes
...