A train themed puzzle that includes varied elevation levels terrain, customs stations officers that are really serious about their paper, a multibranch production chain and powerful steam locomotives from the times polymers were only theorized about :) Plenty of space to build junctions and almost relaxed time objectives - especially if you invest in your engines early on - a pleasant design all around.
A refined experience of just building your tracks to drive your trains to deliver your goods to meet your time objectives to get that 5 stars win. A bit more relaxed gameplay that challenges you just the right amount. Featuring hand-crafted surroundings, several delivery points and restricted building space, Rocky Cavelands maintains the same level of justifiable difficulty through and through. And yes, you can drive your engines through the rocks, just don't delete the entry track tiles :)
@LittleBear is our newest winner! A €10 Steam gift card will be delivered to them by our contact ASAP.
Don't forget to tell us about your TV2 workshop adventures and visit our Discord server for an upcoming LPT challenge. Until next week!
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*Do No Stop Any Trains **Do Not Destroy Any Track Tiles ***Do Not Reverse Trains
I have great news: the game releases on July 26th of this year!
Some of you might remember the game had a public demo available two times in 2021. In both cases the demo generated a lot of good feedback, and the game was tweaked in accordance to that. I would like to thank all the people that played the demo, shared their opinion on the game, gave feedback, and reported bugs. You guys rock.
Intravenous is a product of a lot of time, effort, and care. Most importantly it's a vision of a game I'd personally put tens of hours into if it were made by someone else. I hope you'll appreciate the challenge the game puts up and the love that has gone into the development of the game.
The maintenance time will be delayed to 12:00 on July 6th, UTC. The event "Login to get silver" will be ended after the maintenance. The summer event will be started recently after the maintenance. Please pay attention.
It does not rule out the possibility of opening ahead of schedule or delayed due to specific conditions. Please arrange your time reasonably.
- Fixed a bug where a notification message was not displayed when the battle was completed due to a successful escape when a weapon or item was destroyed by the Amulet of Trials "Hex Chimes".
After you've played, please feel free to leave your feedback on the official Discord: https://discord.gg/nTmrq4rUMU[/b]
[NOTE] *Hot time applies to the local time of each server. *Hot time affects the games that started during the hot time. *Hot time does not apply to the games that started before and after the hot time event.
[Server Time Standard (local time)] South America: UTC-3 (Sao Paulo) North America: UTC-5 (Virginia, US) Europe: UTC+1 (Frankfurt) Southeast Asia: UTC+8 (Singapore) East Asia: UTC+9 (Seoul-Tokyo)
Next Fest was in my eyes a great success. I was hoping to get Velocity Noodle in front of some eyeballs and hopefully get a couple of hundred wishlists. Well, we beat that and are in the thousands! Thank you to everyone who tried the demo!
The game got zero media coverage so the success is all organic. I saw it regularly being on the first page of the platform section so that's really really cool!
I wanted to share the feedback I've gathered and the development focus going forward.
Biggest improvement needed: Visuals
[/b][/list] I knew this already, but got it confirmed. All in-game art is made by me (this is a one-man-band after all) and while my pixel art has improved over the year it's still lacking. Especially when it comes to clarity and overall details. The hard part about this is that focusing too much on polish at this stage risks creating content that will be wasted when levels get reworked or even scrapped. With that said I will either have to do another pass of all sprites or get external help.
Smoothening out gameplay details
[/b][/list] For the most part, people enjoyed the gameplay which is awesome. The movement seems to work for most which mean the core loop of the game is good, which is the most important. There's some work needed for edge cases and general smoothness to make the player feel good all the time. These are small cheats the game does to make the player feel good, e.g. letting you jump when you are right off the edge etc. A lot of these hacks are in the game but need to be tweaked.
Level difficulty
[/b][/list] Oh boy.. this is a big one. For the demo, I had to scale down from 40 to 30 to 25 levels. Which in the end meant switching order and removing levels that were supposed to either teach you something or scale it up. I think the end result ended up being way too rough and the difficulty smacks you in the face. The game got a lot of unique players but u can see playtime being low, partly because it's a demo but partly because it ramps up too quickly. I'm leaning towards scrapping most levels and just restarting. A lot of the levels are from the start of the development and it shows.
Encouraging speed
[/b][/list] The game is all about going fast and thus has some different moves. I have tried various things to nudge the player to go fast but nothing has stuck yet. I've tried medals, score, HP damage etc but now I think I've figured it out. By combining moves (e.g. dash jump -> slide) you will get a temporary speed boost, which makes novice players be able to progress and advanced players able to break the game if they want.