Hello, I'm going to keep this as brief as possible. I poured my soul into Tales From Yeoldeburg for 3 years but now, I've finally decided to remove it from Steam. It's not because of the bad reviews, no. It's because I'm disappointed in it, and quite frankly, I have been ever since it launched on Steam
Tales From Yeoldeburg by all means was a disappointment to me and to I'm sure many of you and while initially I did defend it from critics, admittedly egotistically, I haven't played it since March, in fact, it's not even installed on my new PC, In fact, I don't even have the game files for it on this PC.
The saddest truth however was a side project I was working on for Halloween, I placed barely any effort into it, making it a meme horror game and it was unironically terrifying, even though the jumpscares weren't loud or scary and there was no music or even background sound, it even had the exact same sound for every step you take on every surface.
The fact that I am so much prouder of a meme game I made in less than 48 hours than I am in a game that took me 3 years, is sad to me. What's more, I discovered a newer passion. For those who don't know, earlier in this year I helped a friend of mine with a YouTube Poop and I discovered I'm actually pretty good at random chaotic humour and video editing and while my skills leave stuff to be desired I still think my jokes hold up most of the time and the only thing I would change of that video is try to reword some of the dialogue and replace some of the visuals.
So what went wrong with Tales From Yeoldeburg?
I think user, The Traveler, summed it up best, "It's basically The Room of video games but instead of the terrible charm that movie gives this only gives that terrible part. Yeah, you can carry the excuse its from a first timer and its free, so I'll give it that, but no. Even to those standards it does not hold up"
It's very correct, Tales From Yeoldeburg is the result of me mashing things together, ignoring advice and getting annoyed when players complained about getting stuck. My skill is in storytelling, but definitely not coding, or subtly. This lead to a game that appeared glitchy because it was.
Futhermore, I had planned everything out midway through development, this lead to severe oversights in the story and direction, Voice actors were given confusing lines which I had to figure out a way into the game. The music was awful and the only thing good about the game I'd say was the fact it identifies if your computer is named something specific and gives you a unique response which I made for YouTubers. (Big ego is big)
While I know it doesn't mean I deserve being attacked by spam mail, (Thanks for that mister 'Eatmy Ass") it was admittedly a bad game by all means and I regret a lot of it. From the start, the game was doomed to be a disaster, I was trying to build a game better than FNaF, DDLC and so on, but I had no skill in game development, nor coding and my writing isn't that good if I don't read over it.
So what will happen to Tales From Yeoldeburg?
I believe the best course of action is to follow in Scott Cawthons footsteps with what he did with FNaF World and quarantine it off of steam and onto GameJolt, I'll probably attempt to remake the story as a video one day since that is something I'm pretty good at. But, I paid $150 for this slot on Steam and I don't want to waste it or just throw it away. So, I'm probably going to replace Yeoldeburg with the beforementioned game I'm actually very proud of.
If you're one of the like, 3 people who've played it then you already know what it is, I just need to put a little more thought into it. All you need to know is it's glitchy but the glitches are actually scary, it's goofy but not cheesy and it's unpolished but has some charm.
If I do decide to replace Yeoldeburg with this game I'll need to do some work, namely because some of the Assets are copyrighted and I could get into trouble with it. So I'll need to recreate them.
Anyways, thanks for listening to me ramble on why Tales From Yeoldeburg failed and what I plan to do. I don't know what else to add so I'm going to end it here, awkwardly...
Hello! It's been a while, but today I'm releasing some balance tweaks and fixes for Ice Demon. To summarize, certain enemies (namely berserkers and skeletons) were way too annoying for the wrong reasons, and have been toned down. Hopefully these tweaks are enough. Also, because getting the same boss to fight three or four times in a row can get boring, you now always get a different boss from the prior one during your run of a stage. All this and a bunch of other small things. If you unlocked the Heaven challenge, please give it another try, as it also was a part of today's changes. Thank you again for your interest in Ice Demon, without you I would be nothing. Please enjoy and have a good, safe remainder of the year.
BALANCE CHANGES: -Jets take 10 frames longer (1 frame means 1 60th of a second) to react after entering flinch status. -Reduced the range of berserker's attack. (Hitbox is 10 pixels shorter in width. The change is so major that the sprite of the motion blur was also shortened.) -Reduced skeleton's HP from 10 to 9. -Reduced hyper skeleton's HP from 20 to 18. -After throwing bones, skeletons (both variants) take 10 frames longer to attack again. -Skeleton's bones have a red outline to make them easier to see, and their hitboxes before exploding were reworked (though the hitbox change might be very hard to notice.) -Hazardous explosions have a reworked hitbox to make more sense, and the hitbox is smaller overall. -The explosions of frozen explosives also have a reworked hitbox, however their hitbox is a bit bigger than standard explosions. -The hitbox of golem's thrown chair was shortened in width by 4 pixels. -After splitting, Chibeara's green energy ball attack has a shorter hitbox about two pixels all around.
TECHNOSPACE FIX: -Technospace now spawns enemies from lower points. This change basically increases the time most enemies have to wait before they can attack. The new wait time is now a lot closer to that of other stages, as it was supposed to be. This change is also supposed to stop the dragoon enemy from starting his attack from off the screen if he appears during a boss encounter.
BOSS MECHANIC CHANGES: -Fixed bug where hyper gladiators and hyper golems would appear as their standard variants on Carina Ruins during high difficulty levels on Expert. -When encountering bosses, you will no longer get the same boss to fight twice in a row.
HEAVEN MODE REWORK: -Removed skeletons from the Heaven challenge. Doing this temporarily as a test, might keep this change. -Heaven's difficulty increases faster. -Tweaked the appearance of Heaven's arena.
OTHERS: -The P and B crystals all spawn high in the air, much like the ones in Carina Ruins. This means you now have to perform a double jump to obtain the crystal, allowing you to perform single jumps in the center area without accidentally grabbing it. -Tweaked a few various sprites and other minor things to look better/make more sense.
[0.8.4033 Version update] Updated at 15:00 on December 12, 2021
1. Fixed the problem of opening the NPC character with Taoist Title information interface shows random codes.
[0.8.4032 Version update] Updated at 22:00 on December 11, 2021
1. Fixed the problem that some of the special Rewrite Destiny of other Wayborne Path could not be obtained.
2. Optimized the effect of the special Rewrite Destiny of other Wayborne Path so that they can be used by players normally.
3. Strengthened the effect of Greenscale Spring in Elder Dragon Aura and the effect of Dragon Man Combination.
4. Fixed the problem that when changing the Rewrite Destiny, the button to switch the Dragonman form in the main interface did not disappear in time after removing (Subtle Dragon Awakening), resulting in the Dragonman still being present when entering the battle.
5. Fixed the problem that under certain circumstances, triggering of Rewrite Destiny (Raging Flames) would cause multiple damages to itself.
6. Fixed the problem that the EXP shown in the breakthrough interface did not increase after opening the backpack and using (Moon Fae) in the breakthrough interface.
7. Fixed the problem that the manual would not be consumed when using it to unlock the Spiritual Artifact.
8. Fixed the problem that after relocating the sect, the staff deployment in the sect mission hall would be disrupted.
9. Fixed the problem that the halls of the branch would always automatically assign disciples to perform tasks.
10. Fixed the problem that after the leader had assigned the disciples of each hall, the check box of automatic assignment would not take effect next month.
11. Fixed the problem that after relocating the sect, the Sect Treasure in the Manual Library could not be refreshed to a larger number.
12. Optimize the task notation text of each hall of the sect.
13. Fixed the problem that the career notation of NPC's invitation/scheduling was wrong.
14. Fixed the problem that the effect of Artifact did not take effect in time when Artifact fused with spirit and unfused.
15. Optimized the operation of transforming spirits within the sect's divine beast peak.
16. Fixed the problem that NPCs may cross the level to obtain a certain Taoist Title.
17. Fixed the problem of incorrect determination of the loss condition of some Taoist Title. 18. Fixed the problem that the Taoist Title did not disappear after adding the sect over the month, and the Taoist Title could not be replaced with other road numbers after joining the sect and having the Taoist Title.
19. Fixed the problem that the Psychic Charm of YunMo can't check to the land of the Beginning.
20. Fixed the problem that hostile NPCs may be saved infinitely after death in the invitation scene. 21. Optimized part of the process of the Adventures.
- Fixed some Russian translations - Fixed Multiplayer ranking repeat button to work on the gamepad - Temporarily disable some Russian useless narrations - Added options to disable auto-align assistance - Adjust movement prediction on multiplayer mode - Adjust shoot accuracy on multiplayer mode
Blessings to you, Blaze the star here! It has been a long time since NFP was last updated, about half a year or so, and I have been wanting to let you all know what's been going on. Firstly, the game is not dead. These past months I've been working hard adding features, upgrading systems, and squashing bugs! In this post I will be telling you about what I’ve completed so far, more that I plan to release in this coming update, and what I plan for the update after that! Keep in mind some or all of this can be subject to change.
What’s been completed? (Upcoming v1.3.0)
Firstly, a new hub-world will replace the old menus. Menus will be seamlessly integrated into the world with the use of ‘stations’. Enter a station and a menu will pop-up with any related options for that station. For example, enter a character station and you will get a menu allowing you to change characters, or enter a game station if you want to select a stage and play. The removal of the old menus also helps with my efforts to add full controller support to NFP since that was previously a difficult problem to solve.
Secondly, and this is probably where the majority of my time was spent, I have completely overhauled the visuals of the game. The terrain, objects, characters have all been redone, looking better than ever! I even added new backgrounds to the levels, adding new depth to the world! My words could never tell you how much different it is, so I will show rather than tell with the image below!
Last, but not least, music! Neon Force Pushers will finally have its own commissioned soundtrack done by Google… I mean Googie, with an i instead of an L. To get an idea of what the soundtrack will sound like go listen to Googie’s music over on soundcloud! Some of my personal favorites from Googie are Licking The Moon, Kobold Spacefarer, Saber Spirit, Dusty Abode, and Streaks of Silver.
With all that, the list of things I still need to add is relatively small. I will implement a new character system to facilitate their new look and give them more expressive eyes! I will add full controller support, finalize the hub-world, and fix many bugs! I also may or may not add online functionality back into the game. If I don’t add it into this update I will add it to the next. What do you think? Should I add it sooner? Do you care? Let me know in the discussions below!
What’s next? (Future v1.4.0)
In v1.4.0 I will be adding a story mode to NFP. The first of seven episodes will be added to the game for free with seven levels per episode. These levels will be linear 2D platformer sections with optional multiplayer coop and the same push mechanics we all know and love!... or at least tolerate. The story will follow the people who live in a place called the Cosmosect, a strange dimension with glowing walls, twisted space, and wonky gravity. This strange world has been colonized by grub-like pill creatures with animal features. Living spaces, industry, farms, and cities have all been established by them in this alien environment with supply lines to and from their native world. They live in relative peace until one day they are completely cut off from their native world. Panic plagues the inhabitants of the Cosmosect and in the chaos a militant faction rises, establishing a total dictatorship wherever they hold control. I would say more, but I don’t want to spoil the story too much. For now we will just move on to the next topic.
👟SHOES! Play game, get shoes, more shoes, 👞 LOTSA SHOES!!!......... 👟👞👟👞👞👟👞👟👟 trade shoes, 👟 use shoes in shop... Shop with shoes 😎
With the shoes 👟 you collected in the previous lines it’s very important you don’t eschew the shop. In the shop you will be able to 👟 buy boxes with your shoes and in those boxes will be 👞 new characters, skins for your characters, and new wave effects! The shop is NOT as simple as trade shoes for boxes though, because there are different types of boxes and shoes! Red shoes, 👟 green shoes, blue shoes, and cashews! You will only be able to buy the box that corresponds to the shoes you have. All players will be rewarded all types of shoes for playing the game, but each player will receive one type of shoe more abundantly 👞than the other types. One player may get an abundance of red shoes, a different player 👟 may have an abundance of green shoes, and they would be able to trade shoes so that they can purchase the things they want from the shop quicker!
👞 👟👞 👟 At last this is the end! I have told you every plan! I have said EVERYTHING +1. There is nothing more to be 👟 said. Let me give you a blessing then I will leave you to your way. May the lord bless you and keep you! May he make his face to shine upon you and be gracious to you! May he lift up his countenance on you and give you his peace! In the name of Jesus! That's all, you are free to go, 👞👟👟 but before you do please 👟 take your shoes with you. They are completely cluttering my workspace and I need to get back to work. 👞 👟👞 👟👞 👟👞 👟👞 👟
1. Fix the weapon condition is not update properly in the inventory UI 2. Melee weapons now will be destroyed when it condition comes down to 0 3. Add a few more resources across the map ( note: you can open most of the drawers, closets for more resources :) ) 4. Add a new item: bottle of oil, it will be used to burn down wooden blocks together with lighter.
- Upon death, a list of item ids is printed to the player log. - Fixed Medkit breaking whenever it tries to heal the player. - Stabbed the buddy bug. Again. (I doubt it's fixed but it should tell us more now) - Fixed Momentum not calculating its multiplier correctly. - Increased the area Cat's Eye Diamond' effect covers.