Can Strategy and Management games really be enjoyable with a Game Pad or Handheld console? Well it can! If you design them with that in mind from the beginning. Let's see how I design my builder game to be played with gamepads and handheld consoles like the nintendo switch and the steam deck.
Sorry for the late update again! Shanx turned out to be one of the most complex monsters ever. I knew saved her for last for a reason!
Only her Alter battle remains now, but since that is the only missing piece of v7, I'll be adding her sometime next weekend. I will also post an updated roadmap to v8 and v9 when that update drops!
Early Access updated game version to v7.24
Content Added
1 new monster to love (Total: 98)
2 new dreams to fulfill (Total: 633)
Added a few new variations for scene and event backgrounds
Updates and tweaks
The Star Shot fire rate bar will now drain even slower while moving at a speed that is slower than focus speed
The Star Shot fire rate bar will no longer drain if you are moving against the edge of the screen with an absolute speed of 0
Increased the minimum star rate from 6 to 7.5 for all characters that currently start with Star Shots
Increased the minimum star rate from 6 to 7 for all characters that start with other shot types
Updated the pixel art for Syncron and Alter Syncron to include the new details found on the Shiny Syncron sprites
The blue Shiny Syncron units will now vibrate and always face forward between attacks
Added the signature shiny sparkles that were missing from Shiny Syncron
Small Changes to the pixel art for Sentinel's legs, and they now show cracks when damaged
Quick Gifts Changed
The effects of Chrome Heart have been altered, and it is now unlocked automatically
Increased the temporary max health gained from Small Vitality from 2 to 4
Increased the temporary max health gained from Large Vitality from 4 to 6
Debris has increased duration from 1 to 2 battles
Warp Synapse has increased duration from 1 to 3 battles
Bug Fixes
The collision for instantly breaking small Nix and Tox Polyps with panic attacks or blue bubbles was smaller than intended
Shiny Syncron's full arena zap attack hit with full damage instead of the reduced amount used in shiny battles
Coming Up for v7.X
The TRUE final update for version 7 will be next weekend! Or maybe next monday? Definitely within 10 or 11 days!
Reduced the number of enemies generated under low threat level
Fixed the bug that when entering or leaving the warehouse map, it will be judged as completing the mission and returning to the base, resulting in some props being scrapped directly.
Fixed the bug that the old archive was damaged and could not be loaded due to the error of save function.
It's been an exciting week since the release of our first game, "At the Dream End," on Steam. We are extremely grateful for the feedback and reviews we have received so far. It has been an incredible journey for us, and we are determined to continue improving and creating games that resonate with our players.
Our next step is to create a PDF document that includes behind-the-scenes material, artwork, and bonus content for our fans of "At the Dream End." This PDF will be available for free and will be a way for us to connect with our community.
After completing the PDF, we will be shifting our focus to the development of "Beyond Gods - At the Dream End 2." We are thrilled to be working on the sequel, and we have some exciting ideas that we cannot wait to share with our players. We want to make "Beyond Gods - At the Dream End 2" even more immersive than its predecessor.
In the meantime, we would love for players to continue to give us feedback on "At the Dream End." Every piece of feedback we receive will help us improve our game design, mechanics, and storytelling. We want to create a community where players feel heard and valued, and we believe that this is only possible through honest and constructive feedback.
Thank you for your continued support, and we cannot wait to share more updates about our future plans for MMM Games.
Also, if you're a fan of "At the Dream End," be sure to check out our merch page and see what we have to offer. Fans of the game can now purchase a variety of products, including mugs, t-shirts, laptop bags, phone cases, pillows, and much more, all featuring unique designs inspired by the game. We are constantly adding new products, so be sure to check back often for the latest designs and merchandise. Thank you for your support, and we hope you enjoy the game! https://www.redbubble.com/people/mmmvisualnovels/explore?page=1&sortOrder=recent
Hi everyone. It's been a very busy few days and we did a major overhaul to the collision detection/hitbox system, among many other things. Here's what's new:
1. We placed the majority of hitboxes near the feet of the character sprites to match perspective better and we re-sized them appropriately. It may not be perfect, but it's much more accurate for the perspective now. 2. We improved collision detection code and separated hit boxes from damage boxes. There is now 2 different collision boxes on each enemy sprite in the game. The damage receiving boxes are separate triggers attached to the object that receives the damage on the enemy. These are larger than life to increase hit detection from player attacks. This benefits the player and makes it more accurate. These boxes are not used to inflict damage on the player. The other hitboxes are located at the base of the enemy sprite and are much smaller and will inflict damage to the player if/when the player collides. the player's own hitbox/collision area is also at the base of his feet. The player has a trigger box covering the majority of his body now to take incoming projectile damage.
We improved physics detection and wrote a new avoidance system so the player will no longer get "stuck" on enemies. In fact, you can now push your way through enemies. While there is still some friction, it's much less than before and you have more than a fighting chance of escaping hordes.
When enemies collide with the player they now also have a 1 second delay before resuming to seek the player, allowing a little extra time for the player to get away.
Besides the collision system improvements we did tons of other things, so let's start with the Bogatyr: We updated Bogatyr's passive ability: Recklessness. We scrapped the old ability and made a brand new one, which we think is more exciting. The payoff for taking this ability is much greater than before. It's a trade off of lowering defense but getting a boost to your ability cooldowns. The way it scales is greater for each rank, and if you go for a cooldown build you can now get a max CDR of 45% as opposed to 25% max CDR before this passive. IT's quite fun if you go that route too, especially when you get a haste powerup.
This is the first of many updates we will be working on to strenghten the classes. Stay posted for more.
Other things we did: - Reduced HP of the Mushroom Elite in the Forest - Revised the treasure snail so he's a little less sporadic in movement - Bug Fix: game will no longer get stuck when alt tabbing out of the items menu before the UI animation is complete - Greatly reduced the upgrade costs of the final 2 talents in the talents tree - Fixed the mimic sorting layer so it layers properly in the game world - Increased drop rate of flesh piles during velya boss fight - Spawn a small amount of flesh piles in Velya's lair when you first enter - Loads of Code refactoring
If you brought something up or requested something and we haven't gotten to it yet, please understand we have a very long list of feedback we're working through. The collision system alone took over 20 hours of re-work and testing. We only just entered Early Access, so bear with us. Doing all we can :)
We are excited to be working with everyone on these updates and we look forward to more. We'll continue to push out updates, but as of next week we're going to try and spend a mix of our time focusing on the Ranger class.
Let us know what you think of the new systems. We think it's definitely a step in the right direction. Thanks for your support.
Hello, I'm !CyberApex. We are preparing to release our new product, Roots Need Control 3.0 on Steam.
Roots Need Control 3.0 has already been released on other ESD platforms I'm happy to be able to reveal it on Steam, too.
The game description is as follows.
Roots Need Control 3.0 is a root defense game in which you have to protect root flowers from a coalition of large corporations that threaten root flowers.
You should use CrossHair to destroy enemies that threaten the root flower and keep the root flower alive by shortening its growing roots.
The goal of this game is to make the progress reach 100%.
The release date is undecided because it is in the preparation stage. We will give you a detailed description of the game when Roots Need Control 3.0 is released. Thank you.
Reworked spectator mode for escaped players, now you can select players that your camera will follow.
Placeable Ladders, now prisoners craft small fences to climb over fences - also is in custom maps as objects.
Color changing texts that you can change added to the map editor.
Placeable planks that prisoners can find and place to build a bridge to their freedom :) Only useful in custom games currently!
Spectator mode supports multiple height levels - underground, vents - the boundaries for where the spectator camera can go are calculated automatically by the game.
21 new objects from the wooden objects collection in the map editor - they all support material/texture swap(also the ladders added to the map editor)
New various objects for custom maps like an invisible wall, an invisible box that teleports prisoners to cells, and more.
Changed
Now void environment in custom maps doesn't have a ground collider, if a player will fall off the map, he will be teleported back to his start position.
Stairs snapping
Now planks can be found on all maps - not just lost island - can be used to build bridges + craft ladders.
Fog of war has been implemented in planets to make more interested the exploration, you never know what you will find
Enhanced store page So that we can get those wishlists going, we changed the capsules with the help of Tony, a great artist that has followed the game and contribute many times from the start . Also improved gifs and the text.
Ship rooms When buying a ship, this will come with predetermined rooms, like ship shield, planet maps, storage, galaxy travel, hover bike storage... This will provide more uniqueness to ships. And will give a reason to the player to own several. You can still expand the ships and buy more rooms to customize them.
Tutorials I'm now implementing a simple tutorial system as some players have been having trouble figuring things out.
Keyboard and mouse I solved some bugs related to this controls. Although we recommend game pad to enjoy the experience more.
at the moment I have to postpone the Early Access day. The game is just not complete yet, so you can play it without any problems. There are still many settings, content and features missing.
I need a little more time and so I can't say exactly when I will be done with the release of the game. The current build is just very unfinished.
I don't want to release a product to you that is still very immature. I'm always working away in the background and the game is definitely still a work in progress.