First off, thank you everyone for their support and love. Knowing that a few people out there will eventually enjoy what we're trying to do here, it feels great, really.
This is the text devlog of our new video devlog that you can find on YouTube, here: YouTube link
I’ve also figured that I could use the Steam Community posts as our blog, right? So, from now on, I’ll post all the news and new content infos here. So, what happened since the last devlog in December? Aside from that Christmas tree thing… and a Happy New Year.
Discord Friends
Well, before we dive further into the news and game details, I'd like to say Thank you to one of our fans on Discord. He or she (I should have asked before) set out to write a daily prayer for Nimoyd, lol. Which is so surprising and wonderful that I had to add it in this devlog. Thank you so much!
You'll find the Discord, YouTube, Twitter and Facebook links at the bottom of this post.
First Trailer
So, how was December? Launching a game trailer in December may be not the smartest move but I’ve felt that we need to get the first trailer out in 2020, or else it will get too close to the release in 2021. The first feedback and comments were, despite all that Cyberpunk and AAA press focus during Christmas, actually pretty cool. One of the sweetest surprises was a Japanese gaming magazine article.
New Publishers
Interestingly, roughly 10 new publishers contacted me, in addition to the previous publisher contacts that I mention once, in an older devlog. A few new tiny ones but also many Chinese, one Japanese, and one huge Western publisher that we all are familiar with. Ahem. Yeah.
We’ll see how it all turns out in a few months. I’ve still my 2-3 favorite publishers (hey there!). It all depends a bit on what they want, what we want, and whether we’d like to give up being independent and self-funded, which is, as you can imagine, quite a step, being indie and all.
New Biomes
We’ve finished 3 new biomes. Beach, jungle, and fungus. Fungus is special and I will cover Fungus another time, but if you know Ghibli’s film “Nausicaä”, then you’ll probably know what Fungus is about. It is a dynamic biome that slowly consumes all other biomes in the game.
New Tutorial System
If you’re playing many survival games, you probably know what to do next in a new survival game. Crafting, recipes, progression, new assets and new creatures, and all that jazz. However, figuring out all the basic plants, rocks or resources can be still a problem. And, if you never played survival games before, you might feel even lost, right? So, I’ve figured that we need a “simple tutorial system” in Nimoyd. That “simple” turned into a time consuming machine that haunted me even at night. By now though we can configure tutorial tasks for almost everything, so it was hopefully worth it. And the animations look cool too, imho (big thanks to Shanta).
New Encyclopedia
While working on the new tutorial system, I’ve realized how much I’m using game wiki’s playing survival games, which is of course the sign that something is missing in the game to make the game perfect. So now we have an “encyclopedia” in our game which works kind of like a basic game wiki – with all buildings, tools, creatures, plants, and their dependencies. For instance, if you look up “Wood”, you’ll finally what plants and creatures (!) drop Wood. Like a good wiki, imo. But I’m keen to see how you feel about it in the alpha demo.
New Recipe System
A bigger game design and balancing change is the new recipe system. Previously, the Skills were groups of recipes, so that you unlocked multiple recipes per Skill for new items, weapons, resources, buildings, etc. Such a “skill” system was heavily influenced by RPG, but also strategy games like “Civilization”. And it was cool.
However, early testers complained that they felt a bit lost initially, not knowing what “Skill” to unlock first. Think of Skyrim … You do not know what skill tree to climb first, right? Same for all the other skill tree systems. It’s okay for an RPG, or action RPG, I think, because some skills can be easily ignored. However, a crafting and survival game depends sometimes heavily that you unlock certain buildings and recipes in a specific order (think… uh, furnace and iron).
This is how the new tutorial system was born. But soon I’ve realized that no tutorial system in the world can help you with that. What works cool in an RPG, does not work necessarily well in a survival game. So we went back to unlocking single recipes.
Switching from “groups of recipes” (= “Skills”) to single recipes proves to be a big change though. Changing 1,000 recipes by hand is rather time consuming, still unfinished, but the game feels better, so it’s obviously important to do. Your level increases by XP. You earn XP by chopping trees, crafting, even digging voxels, and of course killing enemies, etc.
Market System
A few players asked already what the currency icon is in the game for. Well, markets. You make money by selling goods either to the humans or nations on your planet, or on the galaxy market to the aliens. Both markets have different demands. But more on markets another time. Just a hint.
Mechs
We do not have tanks in the game, so I thought about adding mechs. Because mechs are cool. Mechs are mid to late game content that I will cover another time. It is however a rather simple system where you can upgrade your mechs, so that it fits to everything else in the game, without becoming that one huge mech thing. We use mechs and floating speeder vehicles to move around. In turn, there are no horses or other mounts in the game.
Translations
Aaaand, I’ll update or rather add soon the Chinese, Japanese, Spanish and German translations of the Steam page and our website. The game itself is not translated yet but it is coming too. Thanks to all the translators that made it possible already, even at this early stage.
Some of you may have noticed that when you complete a world, you may receive a small icon next to the milestone progress. That's because you completed a hidden challenge in that world! I realize that most people won't have seen this because they were VERY hard to achieve by accident. At launch, we had 3: completing the world in one session; without any fails; without using the clue button.
From your feedback, it seemed that you liked the idea of bringing additional challenges into the game. In addition to incorporating your suggestion of having an optional hardcore mode, we are revamping the commendations system!
Firstly, we have changed how hexceed calculates the unlocking of these awards. Previously, your progress was tracked as a single stat for the whole world. This was not ideal, as if you failed one of the conditions, you would have to restart the whole world from the beginning. As per the feedback from the community, we have changed this to a level by level based system. This means that you can replay a level to complete the challenge for that specific level. Then if you complete the challenge on all levels in a world, you unlock the award.
Secondly, we have added an additional two awards to collect, bringing the total to 5:
Hardcore mode - Complete with hardcore mode enabled. More details on this new setting below.
No clues used - Complete without using the clue button that pops up towards the end of some levels.
No fails - Complete without a single mis-click.
No highlights used - Complete without using a highlight. There is a new setting to disable highlighting to make this easier.
Completed in one session - This award still behaves as before and will only appear if you start a world and complete it without closing the game.
Thirdly, to coincide with the new level by level progress tracking, we have added a few more features to the game to show you which levels still need to be completed for each commendation. Now, when you complete every level in a world, the infobox will show each award instead of the completion progress. You can click on each of these awards to show which levels you have completed with a challenge and which you have not. So you can easily go back and try them again. When all levels are completed for a challenge, the award will solidify, signifying that you have the commendation.
I would just like to say that all of the above is completely optional, designed for the hardcore players of the game who want more of a challenge. We still want to keep the focus of the game as relaxing as possible, and because of this, we won't be gatekeeping any Steam achievements with this commendation system.
hexceed v1.1 Patch Notes
New Features
Stella World
Commendations revamp - As described above.
New "Hardcore Mode" option in the settings menu. - For you mad people who want the game to be more challenging! When enabled, there will be no safety net; if you make a mistake you will be reset back to the start of the level.
New "Disable Negative SFX" option in the settings menu. - As suggested by the community, this setting was added so you don't get taken out of the relaxed momentum! When enabled, the sound effect that plays when you make a mistake will be replaced with the regular positive sound.
New "Disable Clue" option in the settings menu. - You don't actually need the clue popup to complete the game! It is just a hint to the player that you may need to look at some of the gray spaces to continue. When this is enabled, the clue will never pop towards the end of a level.
New "Disable Highlight" option in the settings menu. - Clicking on a hex usually reveals which hexes are in its influence. When enabled, the highlighter will no longer function! Leaving you to work it out yourself.
New Settings Menu - Wooo, exciting right! In an attempt to make the settings menu a little less cluttered and confusing for people, it has now been changed to a tabbed approach, with four tabs: Audio; Controls; Game; Display.
Bug Fixes and Misc
Fixed a bug where left-clicking and right-clicking at the same time would lock a hex.
VSync is now enabled by default.
The camera now can pan closer to the edges of each level. So players can keep hexes more central.
You can now zoom out further.
Reduced game size. (From approximately 3.7GB to 0.6GB)
Changed the art for highlighting hexes. Instead of highlighting the hexes yellow, each hex is given a gray border. This should make it much more readable.
Increased scroll speed for display dropdowns, settings menu, credits page, and intro screen.
Added some more detail to the controls screen.
You can no longer return to the main menu if your progress is being taken back after an incorrect click. This is to stop people from cheating their way through hardcore mode. (We know you would try it, don't lie).
Hopefully, we've added a lot to your game experience.
General
Singleplayer! Now you can play alone, and that experience differs a lot from Cooperative.
New Rule System: unlock all kinds of game modifiers by completing levels and see how they can change your gameplay: from "Noir Mode" to "Shooter Mode." Please keep in mind that it is the first iteration of this feature, unfinished and raw. We need your feedback.
Game mode switching: Zen Mode for calm and meditative gameplay, True Mode for fun and dynamic. Zen Mode is enabled by default.
Bugs
Small bugs fixed here and there.
Visual&Interface enhancements
New game menu one more (and not the last) time.
New "Choose a Player"-screen.
Levels
Narrative pieces deleted from all levels. They were superfluous. We will make something better.
- Level Cap Increase! 5 New levels and 5 New unlocks! (Jelly Brawl: Classic Online or Full Game only) - New unlockable "Wipeout" Boss Round! (Jelly Brawl: Classic Online or Full Game only) - 2 New Achievements (Full Game only) - Fix paint boss round, AI enemy not painting blobs (Jelly Brawl: Classic Online or Full Game only)
Hey all! Welcome to another bi-weekly update. It's another mixed bag with some quality of life changes, some upgrades, and a new mini boss. Lets dive in!
What's new:
2 new room mod types: player goop refill and reward for no damage room clear
1 new mini boss. This one shows up in Ortho I.
3 new upgrades: toaster, electric guitar, and face mask
teleport map now shows room mods on the map
a new health type: Fillings! When you get hurt, these break in filling pick ups
tumor progress is now displayed in the pause menu
added a tutorial for using crowned tooth slomo. Btw this has been in the game since day one but was never shown to the player except in the launch trailer.
Fixes and Tweaks:
crappy toy received a minor buff towards dropping regular pick ups
fixed slow down when alot of fillings are donated at the end of a run
wall zits wont make bullets if player is still in contact with them
items in the shop cost more when you loop
fixed text for Diseaple
fixed a bug with tumors crashing the game when trying to create "Bone"
shot gums will be one button press by default
tutorial has been updated to reflect this
adjusted where menu buttons display so they're are more centered
fixed a bug where picking up a shot gum ammo type in the hub wouldn't take effect if you changed character
default gummy now has proper shot gums in hub area
nerfed bot enemy
buffed canker upgrade a bit by increasing spawn rate and fire rate
And that's about it for this week! Have fun and consider leaving a review :)
Whoa! In Barsikgrad again update! ːsteamthumbsupː Now we have our favorite achievements that only the coolest cats can accomplish! ːsteamhappyː Go for it, maybe you will be the first to complete all the achievements 100%! ːsteamthisː