The Prologue has been open for some time now. Have you been enjoying it?
During this period, we have been actively preparing for the game's EA release. Today, we want to share with you what we've been up to lately.
As you may have noticed, we have added six distinct classes and are working on designing unique models and animations for each one. In the Prologue, you've already met the Soldier and Engineer classes. The Doctor and Scholar will make their appearance in the EA version too:
SOLDIER IN EXPEDITION
SOLDIER IN COMBAT
ENGINEER IN EXPEDITION
ENGINEER IN COMBAT
DOCTOR DRAFT
SCHOLAR DRAFT
New Feature: Power
We have introduced the "Power" attribute - Now, all damage and effects originating from cards and upgrades are directly influenced by the character's Power stat. You have the opportunity to enhance this attribute at the Workshop located on the train. Until this point, distinctions between two characters at different levels were rather minimal. A level 1 character could execute a successful combo and potentially surpass the strength of a level 4 character (the highest attainable level). Presently, however, the level 4 character will typically wield greater power than the level 1 character, regardless of deck quality, given that their Power attribute has been advanced through upgrades aboard the train.
New Feature: Skip new card/upgrade screen
I´ve added a "Skip" option when receiving card and upgrade rewards - During playtesting of the Prologue, many players provided feedback about card choices, feeling that adding new cards not only didn't strengthen the deck but also disrupted their original development plans. In response to your feedback, we have included the "Skip" option.
This is only a test. I want to know what players think about this change. Then, I'll decide whether to keep it as it is or make some changes. Another idea I'm thinking about is putting a limit on how often you can use the Skip option during each journey. This is to make the game fairer, as having a deck with 6 cards full of upgrades can make it really strong. I'll need your feedback to help with this.
You can play these new features in the prologue now!
That's all the new updates we have for you this time! The announcement of the release date is just around the corner, and the EA release is not too far away. We hope you all are excited and looking forward to it.
The Prologue has been open for some time now. Have you been enjoying it?
During this period, we have been actively preparing for the game's EA release. Today, we want to share with you what we've been up to lately.
As you may have noticed, we have added six distinct classes and are working on designing unique models and animations for each one. In the Prologue, you've already met the Soldier and Engineer classes. The Doctor and Scholar will make their appearance in the EA version too:
SOLDIER IN EXPEDITION
SOLDIER IN COMBAT
ENGINEER IN EXPEDITION
ENGINEER IN COMBAT
DOCTOR DRAFT
SCHOLAR DRAFT
New Feature: Power
We have introduced the "Power" attribute - Now, all damage and effects originating from cards and upgrades are directly influenced by the character's Power stat. You have the opportunity to enhance this attribute at the Workshop located on the train. Until this point, distinctions between two characters at different levels were rather minimal. A level 1 character could execute a successful combo and potentially surpass the strength of a level 4 character (the highest attainable level). Presently, however, the level 4 character will typically wield greater power than the level 1 character, regardless of deck quality, given that their Power attribute has been advanced through upgrades aboard the train.
New Feature: Skip new card/upgrade screen
I´ve added a "Skip" option when receiving card and upgrade rewards - During playtesting of the Prologue, many players provided feedback about card choices, feeling that adding new cards not only didn't strengthen the deck but also disrupted their original development plans. In response to your feedback, we have included the "Skip" option.
This is only a test. I want to know what players think about this change. Then, I'll decide whether to keep it as it is or make some changes. Another idea I'm thinking about is putting a limit on how often you can use the Skip option during each journey. This is to make the game fairer, as having a deck with 6 cards full of upgrades can make it really strong. I'll need your feedback to help with this.
You can play these new features in the prologue now!
That's all the new updates we have for you this time! The announcement of the release date is just around the corner, and the EA release is not too far away. We hope you all are excited and looking forward to it.
Thank you for your continued support. I've made several improvements:
Fixed some achievement hint icons. Corrected the presentation for a specific ending. This game does not have a 'dream ending' twist! (For the second time)
🌱If you have any suggestions, please do not hesitate to contact us. Please contact us at our official email address, or Twitter.
Introducing "An Arcade Full of Cats," our latest creation! Follow the link below to embark on a purrfect adventure and wishlist the game to spread the feline word far and wide! ːfofinoː
Step into the golden age of arcades alongside Fofiño and Leo, as they venture through this cat-tastic journey. Our mission is to transform Leo into a true Devcat, and rewrite history to give cats the glory they truly deserve! ːfofino2ː
The game will be about the same size as "A Building Full of Cats" and, like always, there"ll be some surprises along the way.
Rest assured, this game won't delay the launch of "A Tower Full of Cats," as its artwork is already complete. Exciting news about "Tower" are coming soon, so stay tuned!
Cat Awareness Sale on August 8
Mark your calendars for a special event on August 8th – International Cat Day! This meaningful day, established in 2002 by the International Fund for Animal Welfare, serves to raise awareness about cats and ways to protect and support them. ːcathspawː
Here at DEVCATS, we're deeply committed to cat advocacy and promoting feline adoption through our games. To honor our furry friends, we've prepared an incredible sale on Steam, uniting many PAWSOME participants who share the love for cats in all their forms and styles.
Help us make a difference and celebrate the greatness of cats together! Let's create a brighter future for our feline companions. ːwinkycatː
Introducing "An Arcade Full of Cats," our latest creation! Follow the link below to embark on a purrfect adventure and wishlist the game to spread the feline word far and wide! ːfofinoː
Step into the golden age of arcades alongside Fofiño and Leo, as they venture through this cat-tastic journey. Our mission is to transform Leo into a true Devcat, and rewrite history to give cats the glory they truly deserve! ːfofino2ː
The game will be about the same size as "A Building Full of Cats" and, like always, there"ll be some surprises along the way.
Rest assured, this game won't delay the launch of "A Tower Full of Cats," as its artwork is already complete. Exciting news about "Tower" are coming soon, so stay tuned!
Cat Awareness Sale on August 8
Mark your calendars for a special event on August 8th – International Cat Day! This meaningful day, established in 2002 by the International Fund for Animal Welfare, serves to raise awareness about cats and ways to protect and support them. ːcathspawː
Here at DEVCATS, we're deeply committed to cat advocacy and promoting feline adoption through our games. To honor our furry friends, we've prepared an incredible sale on Steam, uniting many PAWSOME participants who share the love for cats in all their forms and styles.
Help us make a difference and celebrate the greatness of cats together! Let's create a brighter future for our feline companions. ːwinkycatː
Introducing "An Arcade Full of Cats," our latest creation! Follow the link below to embark on a purrfect adventure and wishlist the game to spread the feline word far and wide! ːfofinoː
Step into the golden age of arcades alongside Fofiño and Leo, as they venture through this cat-tastic journey. Our mission is to transform Leo into a true Devcat, and rewrite history to give cats the glory they truly deserve! ːfofino2ː
The game will be about the same size as "A Building Full of Cats" and, like always, there"ll be some surprises along the way.
Rest assured, this game won't delay the launch of "A Tower Full of Cats," as its artwork is already complete. Exciting news about "Tower" are coming soon, so stay tuned!
Cat Awareness Sale on August 8
Mark your calendars for a special event on August 8th – International Cat Day! This meaningful day, established in 2002 by the International Fund for Animal Welfare, serves to raise awareness about cats and ways to protect and support them. ːcathspawː
Here at DEVCATS, we're deeply committed to cat advocacy and promoting feline adoption through our games. To honor our furry friends, we've prepared an incredible sale on Steam, uniting many PAWSOME participants who share the love for cats in all their forms and styles.
Help us make a difference and celebrate the greatness of cats together! Let's create a brighter future for our feline companions. ːwinkycatː
Rock around the clock! Circles of stones have been spotted in pleasant pastures.
Ooh pointy! Short walls made of wooden spikes now appear in lava levels.
What the hex? Curiously glowing hexagonal walls now pop up in lava levels.
Sinking steps! Lava steps now rise and fall, making it trickier to land safely.
Heads up! Vultures now swoop down when Clucky gets near them.
What does the blue flaming fox say? Red foxes in lava levels have been replaced with Flaming Foxes (and they’re blue!).
Big Ol’ Balance Overhaul
Pleasant Pastures other than the inclusion of stone circles in several levels, we’ve make some minor tweaks to pleasant pastures to make it a bit easier to get high scores.
Frantic Farms had some issues with blocks being too close together. Most notably dashable objects and sprinkler walls made it very easy to run into obstacles on the other side of them. Increasing safe distances between obstacles has been the biggest change here.
Bustlin’ Barnyards number of obstacles has been reduced. Speed of tractors and some animals reduced.
Messy Muds number of obstacles has been reduced. Safe distances after blocks was also increased a lot here, mostly on water blocks and after reeds.
Lethal Lava has had some of the biggest changes. With new blocks, balancing has been needed to keep it more challenging than all other areas, but still achievable. Obstacle counts have been reduced and configurations now allow for a more gradual increase in difficulty.
The Nitty Gritty
Level Tweaks and Nerfs
Less fish spawn on long stretches of water.
Less clotheslines spawn, balanced empty vs full clothes lines spawn rate, and they now have a larger safe distance behind them.
Sprinkler walls now have a collider and a larger tank capacity. They show running water animation less often and have a larger safe distance behind them.
The amount of long Sprinklers that spawn has been nerfed.
Corn now has a larger safe distance behind it and eggs spawn further away from the fences.
Hay Walls are less frequent late run. They also spawn with less tall segments early run and have more space in front and behind them.
Hay stacks spawn less and are more spread along the cylinder.
Cart boosts spawn more frequently in Frantic Farms. There are now less large bundles of hay next to them as well.
Tractors pulling trailers now have bigger gaps between them and less full trailers. They also no longer spawn eggs under their first trailer.
Scarecrows sway slower, also spawn less and have more space in front and behind.
Scarecrow traps spawn less, have less space in front and behind and can now be repeated.
Fertilizer spawns less and is more evenly spread out.
Rolling hay bales have slowed down, but can spawn more around the cylinder as well as spawning more in a row.
Less Donkeys spawn, less repeated donkeys early run.
Rabbits are now more spread out and can spawn in different length rows.
Rakes are now less frequent late run. They also pop up earlier to make them easier to spot.
Kangaroos have slowed down a bit and are now less frequent late run.
Reduced the number of Horses that spawn.
Reduced the maximum amount of barrels that can spawn.
Leaf stacks are now balanced slightly harder than hay stacks.
Reduced the speed of Tractors.
Less barns can spawn and more spawn open.
Reduce the number of sheep that spawn as well as their tracking speed.
Foxes have been slowed. Less foxes spawn, jumping doesn’t slow foxes as much.
Less rotating fan boats spawn, and the speed the fans apply to Clucky has been reduced. The boats also move slower and can spawn back to back.
Floating logs now float for longer and have a faster and more obvious dip animation.
Floating logs now always have safe distance after the water they spawn in, also the water they spawn in is now longer, but the logs remain near the middle.
Less mud and less pigs in mud spawn.
Pigs now animate with different timings.
Less crocodiles spawn.
Frogs now all have a consistent safe distance behind them.
Less harvesters, larger safe distance after, and eggs stop moving once the harvester is bawked.
Less tractors stuck in mud spawn early run.
Pallets appear a lot less often.
Tortoises repeat less in a row.
Clucky now bounces on lily pads! They are now bigger too, making it easier to jump back onto grass. In the Leaping Lilies level, bouncing on a lily pad also gives you score.
Pipes are now far easier to jump through. Larger half pipes have been added to the mix. Timeslow of pipes is now not as slow, and the camera zooms in better!
Less Burnt Scarecrows spawn, and they appear back-to-back less often early run. Also fixed an animation issue where their arms moved in ways they shouldn’t have.
Balanced lava geysers in lava to be slightly harder than fish. Laga geysers on land are slightly harder again. Lava levels no longer spawn lava without lava geysers.
Reduced the number of spires that spawn as it was almost impossible to pass through them sometimes.
Pots, Urns, and Pillars now spawn less and get harder more gradually. Pots also have a better hitbox.
Fire Foxes are now slightly easier. They track you less and less of them spawn.
Boost rings now at a better jump height.
Balanced rolling fireballs so that they are better spread out and less of them spawn. They also get harder more gradually than before.
Lava paths now have less geysers and can be shorter.
Reduced the number of Lava Plumes that spawn and they’re now a bit easier early run.
Reduced the number of Lava Snails that spawn.
Reduced the number of Snakes that spawn.
Meteors now more reliably fall in front of the player, when they now make a fiery crash sound! They also start further out than the clouds and dissolve in rather than grow. Now remain spinning for a short time after impact. They’ve also been balanced to be a bit easier early run.
Volatile Volcano was renamed to Striking Snakes.
Quality of Life
The cannon now makes a big boom when it fires.
Wesley’s voice is a bit quieter to better fit in with other sounds.
Tutorial now has easier to navigate walls, and the jump line is a bit earlier for fence.
You now get eggs for catching Rascal for the first time in a level.
Donkeys spawn 2 eggs instead of 4 so you don’t have to run into other donkeys to collect them all.
Debuffs cause you to slow forwards movement less.
Added egg spawns to a whole bunch of obstacles that didn’t have them before.
Very Small Cabbage Main has been renamed to Cabbage Calamity.
Wesleys welcome now starts when you’ve arrived at the store rather than while you’re moving to it.
The fence buttons on the main menu now have a better selection indicator.
Timeslow is now smoother, slows down to target speed faster, faster to return to normal speed.
Better celebration animation when you get a new high score.
Star and high score celebrations are now anchored to the side of the screen even on ultra wide screens.
Clouds now dissolve in, rather than grow in. This makes a big difference to the appearance of clouds on the lava level specifically.
Spires now have more colour variations.
Screen shake now occurs when you bawk, when meteors land, and when the star cannon fires. Making each of these interactions feel more powerful!
Eggs that spawn on paths now are more central on the path.
Rotating floors are now less bloomy in lava levels.
Rolling hay and fireballs now have a more rumbly, bass heavy sound.
Bug fixes
Reeds can now be bawked.
The reeds that sometimes spawn with crocodiles no longer act like walls.
Fixed a bunch of null reference errors.
Fixed an issue where the dash button got stuck in recharging state during the tutorial.
Pots and Urns now correctly initialise. They also remove their dash icon once bawked.
Debuffs now affect rotation boosts.
Trials and bonus levels no longer show the unlock animation.
Bawking Rolling Hay now stops their eggs from rotating.
Debuff objects no longer get phased.
Achievements that were achieved in the demo are now unlocked in the full game.
Achievements that have been unlocked, but not synced to Steam, are now synced when you launch the game.
Reports some out of game achievements as they happen, rather than after the next run.
You can now achieve the Professional Bouncer achievement.
Mud is left behind when you bawk Tractors that are stuck in mud.
Prevent back-to-back reeds to reduce the chance of spawning infinite water.
Eggs near trees no longer lead in random directions.
Rascal no longer appears incorrectly on bonus levels.
Fixed an issue that was causing the chili modal to be stuck open.
Clouds now always spawn then they should.
Bonus levels show the item board when they have a Rascal catch mission.
Eggs of rolling fireballs and lava snails now stop rotating once the obstacle has been bawked.
Clucky now no longer randomly falls through broken path blocks.
Clucky can no longer jump through the sides of islands. These now have danger colliders.
Rascal catch celebration now plays in real-time.
Performance tweaks
Now uses GPU Instancing for more materials.
Proximity trigger no longer continues calculations once triggered.
Music assets now stream, rather than decompressing on load.