Hi folks! We've made a number of small changes to the build based on the feedback we received from the last playtest. As always, we would love your feedback on our changes. Don't forget you can hit CTRL+B to send feedback at any time during gameplay.
Any item noted by Cadence's Guitar 🎸 is something your feedback directly helped us improve or change, so keep it coming!
Changes
Improved Calibration Experience
Calibration test should make better corrections to calibration
Calibration process should yield more accurate results
New Score Results Screen 🎸
You can press X to view additional information in the Detailed Breakdown
Most of the screen is placeholder - we would really like your feedback on our planned additions, and would love to know if we've missed anything you want to see!
Improved Practice Mode 🎸
Set practice mode to start and end wherever you want
Choose to loop the segment or play just once
Hit ratings in practice mode will list if they're Early or Late inputs
Changed Monster Animation Curves and Improvements 🎸
Monsters move in a much snappier fashion to improve readability
Harpies have a brand new animation to improve readabiilty
Zombie animation curves were changed for the same reason
Changed Scoring Mechanics 🎸
We heard you loud and clear that combo-weighted scoring was not the preferred mechanic
We now provide a bonus based on combo multiplier (max modifier of x4)
Please let us know what you think!
Changed Vibe Power Mechanics 🎸
Vibe Power is now accumulated by completing Vibe Chains (there's a new tutorial!)
Added Quick Retry 🎸
You can press R at any time in a Rhythm Rift to quickly restart the level.
Removed Modifiers
Great feedback from last playtest - we're still working on incorporating that feedback! Watch this space ;)
Fixes 🎸
Leaderboards now display correctly in relation to your current position
Missing tutorial regarding monsters wrapping around the board has been added
Hey guys! I really appreciate everyone's patience. It's been a busy few months and my time has been split across multiple projects, like Engine Simulator and others which I don't want to reveal publicly yet.
Nonetheless, work on the DLC continues and the project has definitely not been abandoned. A mostly complete version has already been released to testers and I'm working that initial feedback into the final version I'm working on now.
Some new features that you may be interested in are:
Boiler damage and explosions
This feature will also be coming to the base game and you won't need the DLC to unlock it. It's a fairly simple damage model but you can now boom-boom the boiler which has been heavily requested. Damage is also toggleable in the main game mode.
NPCs
Steamtown now has NPCs with simple AIs and can communicate with the player through text-based communication. Some testers found the game was extremely frustrating without guidance, so some NPCs were added who can guide and instruct the player (sort of like a tutorial). They also move the story forward and give some life to the in-game town.
Game story: missions, goals, plot
The game now has basic goals, missions, challenges and a real story. It's not going to win any awards but I like it.
New toggleable readouts for all gauges
This has been heavily requested since the game's release. The small window in the top-left is no longer necessary as all important measurements are visible directly in the game's UI. All of these instruments are toggleable with the mouse.
Resettable max speed readout
Max speed can now be seen in digital form and reset.
About the release date...
I don't want to reveal too much about the intended release date right now. I know this seems like a simple project because of its outward appearance, but the reality is a bit more complex than that.
At the end of the day, I feel a great sense of responsibility because over 32,000 people have wishlisted this product, around 100 times more than I was originally expecting. I don't want any of those people to be disappointed with their purchase and I've allowed this project's timeline to go way beyond what I was originally planning to hopefully succeed in that goal. Being my first ever "game" project that goes beyond being a sandbox simulation, I don't expect this game to win awards, but I at least want everyone to feel that it was worth their money and support.
To be honest though, after this experience I'll stick to sandbox simulations... game development is hard haha. Thanks for your patience guys.
How have you been? How are your family and friends? How's the thing you've been working on? Have you finally looked into that other thing?
This month, we had a thought to go over one of the core, yet unique battle mechanics of Cricket: Jae's Really Peculiar Game: The Tide Meter!
What is the Tide Meter?
As you fight, and land your hit timings, you will gain Tide Meter, which can be used to:
Boost your attacks
Enable team attacks
Slow down time and make blocking / parrying enemy attacks easier
Boosted attacks do more damage, make status effects last longer, and make status effects more likely to take effect!
You will wanna utilize Tide Meter to make battling in Cricket far easier, it's rough going out there! It can really get you out of a bind or force the enemy into skipping turns, and the like! Be careful though, enemies can use Tide Meter too!
If you NEED to use meter now, you can overspend on your turn, but be careful, that gives the enemy FREE METER!
We look forward to releasing the game to you all on 8/15, and to seeing your thoughts on the Tide Meter!
Got questions for us? Comments? Feel free to comment in this post or discuss on the Community page here on Steam!
You can also follow us on Twitter! Or if you're on the Tiktok thing.
If you ever wanna talk with us directly, the best way to do that is on our Discord!
And of course, if you haven't wishlisted, consider doing so, it helps us a ton!
Dropping a hefty patch size wise this time (around 63mb). There's a metric ton of fixes, many of which are all thanks to bug reporting by the key art creator who created the gorgeous character hyper move portraits and most of the titlescreen art.
Improved Bonus Games But that's not all, we've got revamped versions of all 3 bonus games, They are SO much more fun now. Totally worth unlocking them for freeplay in the Academy. They pay for themselves quite literally!
Secret Tips I've added a bunch of Pro tips to certain screen transitions. These often bring up secret techniques or mechanics the game doesn't teach in the tutorial. There's 23 of them, so get reading. But if you're done with them and don't want to press 'A' to proceed anymore, you can turn these off in the options menu.
Just go to Options -> Game -> set 'Show Tips' to off
Pause Screen Move Sets Now when you pause the game, in most circumstances, you'll be shown the pausing player's move set! Along with the move name, input and a short animation of it in use, you'll also get a brief description of how it works. Super useful when you're getting used to a new character's quirks, especially when you've gathered friends together :)
Actually, most of the bulk of this patch download size wise is from this, as all the little move animations had to be image sequences to avoid platform compatibility issues and poor quality later down the line. I think it was worth it though as they go a long way to making the game more understandable.
You can see what this looks like in the video linked below.
Conclusions As I said, there is TONS of fixes as well. Some of these are pretty major, so have a read through the patch notes if you're curious.
My list of things left before v1.0 keeps slowly shrinking. A lot of the remaining elements are quite time consuming, but I'm determined to get them done.
If you encounter any bugs or crashes please let me know so I can fix them!! Every time someone shares one in detail, I often track it down and fix it.
I think next I might finally get round to adding in the new intro sequence I've had the assets for for a while. This will also mean I can update my splashscreen logos to better reflect the person I am today and the goals I have. It'll be personally satisfying as well as really making that intro POP. First impressions amirite? Haha.
Well until next time amigos, Peace & Love, Paris x
ZONERS v0.45 Patch Notes
ADDITIONS
Character moveset information is now visible when pausing the game. The information displayed will be dependent on which player paused the game. These have move names, a simple explanation and an accompanying animation
One of 23 game tips are now displayed in some screen transitions. These tips mostly cover gameplay and some tell you things the game didn't tell you before! The game will wait for your input before carrying on. You can turn these off completely in the options menu.
FIXES & CHANGES GAMEPLAY
Bonus Games (All) - Current combo is displayed on holofield and not just in the top right
Ring Rally - Targets now move constantly, and gets faster every 5 hits
Ring Rally - New objects added to the back of your side of the court that slows the ball and drop its power level when the ball bounces into it
Ring Rally - Scoring revised from (20*combo) for normal and (20*combo)+200 for bonus to (50*combo) for normal and (100*combo) for bonus
Ring Rally - Attempted to fix issue where the ball could hit the ring target multiple times in one collision when it hit the edge from sharp up or down angles
Sphere Smasher - You now get double points when hyper state balls blow up the bubbles
Sphere Smasher - Bubble reset timers reduced from 10 seconds to 9 seconds
Target Takedown - Changed combo system to be hitting consecutive targets within a time limit. This time limit is represented by a draining meter on the field and gets shorter the higher the combo.
Target Takedown - Bonus coloured targets now only give 2x points rather than 3x
Target Takedown - Base points per target changed from 5 to 10
Target Takedown - Added 4 new types of target waves and changed the wave randomisation to a bag system rather than pure rng
Target Takedown - Changed the explosive target sprites to a bomb like sprite and the target sprites to... targets!
Target Takedown - Explosive targets no longer count towards a wave clear
Target Takedown - Fixed issue where some projectiles like Gluup's would get stuck bouncing on the Projectile Bouncers in some instances
Urnest - Fixed crash that could trigger when Urnest's Super connects with a hitbox that has just finished hitting a ball
Urnest - Fixed bug on The Clawcade when possessing the ball with Urnest's Hyper move and touching a stage hazard bumper would cause it to get stuck
Rhapsody - All notes in her projectile can now hit targets in the Target Takedown bonus game
Rhapsody - Fixed issue where characters that were in the daze state from Rhapsody's Super when instant replay starts would still be stunned afterwards
Crabhammers - Fixed issue where Crabhammers' Hyper move mech would still be visible after an instant replay
Crabhammers - When using Crabhammers' Hyper move and the ball was at 0 speed, the ball will now fall towards the Player rather than getting stuck bouncing up and down vertically
Crabhammers - Hyper move active portion reduced from 8 seconds down to 6 seconds
Fixed issue where players or AI would move during instant replay match transitions
Attempted to fix issue where ball would move whilst still in the reset state after a Zone Break
Attempted to fix issue where round wouldn't start and player would be softlocked
MENUS
Changed the default starting position when entering the Academy Career menu to be on the Zoners Cup
Fixed loading of bonus games from the free play bonus games menu
Fixed issue where Target Takedown and Sphere Smasher were the wrong way round on the Bonus screen menu
Removed highscore display during character select in bonus free play menu that was showing cup highscore
Fixed issue where bonus game name wouldn't display when loading bonus game from free play bonus game menu
Stopped issue where quickly entering and exiting the bonus games menu in the Academy could cause the looping sound of Sock spinning to stack up and never end
Fixed issue where exiting career menu when Puppet hadn't returned to original position and re-entering would cause unintended behaviour
Fixed bar tab menu when going back from zoners cup registration to career general menu
Fixed issue where some menus wouldn't let you back out correctly under certain circumstances
MISC
Fixed major issue where data wasn't being saved
Added Dum-E Hyper Move key art and animation
Added new energy strike effect when performing hyper moves
Fixed issue where SFX volume affects music and sfx
Fixed issue where match intro music would be affected by sfx volume rather than music volume
Fixed issue where ball clash sound wouldn't be stopped if instant replay was ended during clash
Stage specific sfx are now effected by the SFX volume
Fixed issue where the holofield graphic for a Clash would be scaled incorrectly for one player
Attemped to fix bug where sometimes music wouldn't play between rounds/matches until a Hyper move or Zone Break happened