hello. We apologize once again for the later-than-planned update.
General improvements to the game
Weapon effects have been greatly improved!
Weapons have been repositioned to attack more intuitively.
Improved in-game stat representation
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We've improved the visibility of impacting blocks
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There are many more fixes & changes!
New Content
A new character, the Frost Queen, has been introduced.
Dozens of new blocks have been added, including 12 new weapons.
Alas...
We've temporarily removed the Astrologer, Engineer, and a few other blocks that didn't quite fit the concept.
I'll be back with more improvements.
The Journey to Full Release
Spice up the game with new monsters and elites, new patterns, and cool rewards
Some UI and graphical improvements for more unity
A wealth of new content
In closing...
Due to my lack of experience and knowledge in the early design stages of the game, there were a lot of problems, so it took me a long time to make improvements that are much bigger than they seem from the outside, a level of gutting and rebuilding. Now that the game is much more stable than before, I think it will be easy to add more content in the future! It was hard work, but I did it thanks to you guys who enjoyed the game. Thank you ^o^
Also, we're always looking for bug reports and content ideas, so feel free to leave them in the comments or discussions!
In Saikyo Robots you use robots to fight, to collect resources and to produce more robots. They are your most scarce resource. Figuring out where to best use them isn’t always simple and that makes strategy games fun. While Saikyo Robots gives you lots of interesting choices there was one choice that was boring
One Robot into each Building
If you put robots into a building it produces something. For instance the library produces upgrades, the green factory produces swordbots and so on. The more robots you put into a building, the faster it produces. My idea was that the player would have to make an interesting decision → where to best use their robots to produce what they want the most. No one cared though. Instead they put one robot into every building… me included.
The root of all evil
A year ago I planned out the upgrades. Since the game should let you end with not too many or too few upgrades I ended up with the following: The library takes 80 seconds to finish one upgrade if you put 1 robot in. The library takes 30 seconds to finish one upgrade if you put 50 robots in.
That means each robot increases the production by only about 1 second. That’s just not that much! But how could I change this? If I lower the 30 seconds, you end up with too many upgrades. If I raise the 80 seconds you end up with too few upgrades.
Creating Problems
Lately I realized that in my games I often give the player some power. That power makes the game easy / boring so I give them an obstacle that they can only overcome with the power I gave them.
In general I often create solutions without problems which isn’t good. But now that I know, I try to give every solution a problem. You’re probably thinking that this is backwards isn’t it? But that is how my brain works!
What’s the solution / power I give you? You put more robots into a building to raise its production speed. What problem can this solution solve? The default production speed is insanely high unless you put lots of robots into the building! What means putting just 1 robot into each building doesn’t do that much.
Simple? Well to be fair the code behind it is a bit more complicated since there is a robot limit. At the begining you can only put 5 robots into the library. Other buildings work in the same way. Upgrades let you put more robots into the buildings. This complicateded things a lot but here is the final version I created:
Library can have 5 robots. Production takes 200 seconds with 1 robot 90 seconds with 5 robots → Each robot raises production by about 27 seconds
Library can have 50 robots. Production takes 140 seconds with 1 robot 30 seconds with 50 robots → Each robot raises production by about 2 seconds
As you can see the robots now raise the production speed a lot at the start of the game. Producing in the library with just 1 robot is still an option but not really worth it too much. In the future I might make this even more extreme to completely discourage people from having only 1 robot in each building. But for now I created a good problem.
We've been hard at work developing Bits & Bops, and we're pleased to share a new update to the demo which brings the custom engine to macOS! You'll be switched over by default, so please report any problems if you find them. As always, you can get quick support in our Discord server, or you can email support@tempolabgames.com if you don't use Discord.
Features added
The custom engine is now available on macOS
The external links have been updated for those looking for more content and ways to support us
The frame rate cap can now be set to triple your refresh rate (but leaving VSync on is usually better)
The demo expiry message now shows instructions for updating the game
Some judgement stickers have received a visual update (let us know what you think!)
The dialogue prompt triangle now has a new texture
Debug logs contain more detail to assist in troubleshooting issues
Bugs fixed
The custom engine can now be loaded from paths containing non-English characters
The custom engine can now be loaded on particularly old versions of Windows 7
The frame rate option can now be navigated backwards (instead of always moving forwards)
Steamworks libraries are no longer included in non-Steam builds
Internal changes
All colour flash/fade events are now fully supported
The long cat zoom event in Hammer Time has been replaced by multiple shorter events
Custom mixtapes now support .wav format audio files
As always, you can discuss the latest changes in our Discord server. See you there!
So after hearing some constructive criticism from a few people, I've decided to remove a feature from the game. Let me know what y'all think, and enjoy the update! Cheers!