The Shadowed Rune - Javifugitivo
First of all, I would like to thank everyone for their support. I am super happy with the reception 'The Shadowed Rune' has received. My commitment now is to develop the best game I can and be completely transparent with the community. That's why I've decided to start a series of development diaries, sharing details about the game, the progress, and explaining why I've made certain decisions. This way, you can learn more about the game, and at the same time, I can hear your opinions, receive your feedback and suggestions, and make the game even better.

Development Diary I: From Jam to Steam - Everything Starts with the Tutorial

The Shadowed Rune was born as a Jam game, created in 2 weeks. After receiving positive feedback in the voting, I decided to prepare a new version, researching lighting and gathering feedback on what worked and what didn't.

The main feedback was the significant difference in mechanics between the tutorial and the "dungeon." I created a very detailed room to teach you the main mechanics. But the next room was a huge level full of enemies, pots to break, and runes to collect. The problem was that it quickly became repetitive, the level was enormous, and it was easy to get lost and find the way to the Boss from the Jam version. I took all this into account in the GDD for the next version.

The 1st decision was to redo the tutorial after creating a solid foundation. Using the Jam base, I rewrote and optimized all the code to prepare it for a larger game without any poorly programmed elements that could limit it. The tutorial was crucial in this game since it has more complex combat mechanics than other games, especially being a family-friendly game that you could play with your child or partner. I wanted to respect the story I was creating but also avoid constant system messages that stopped the action (it was also a hassle to press text 10 times every time I tested something). The solution I found was to create pop-up texts when approaching certain places in each room.



This tiny character was already planned to appear later in the tower as a being who likes mana crystals and trades them for other items. It was the perfect opportunity to help explain basic functions like "push/dodge," rotating runes, or deleting them. Additionally, it would also give hints if someone got stuck.

The 2nd decision was to make the game cooperative from the start. It would be local co-op with an online option via Steam's Remote Play Together. Once I rewrote the control of the first character from scratch to add some improvements, creating a second player was easy, but making everything fit was another story... the game is designed to be played with keyboard and mouse and gamepads, but each player needed to choose their character, have their own key mapping, and this had to be shown in the game. Imagine the mess, especially using Game Maker where nothing is pre-made, and you do everything from scratch... For example, one of the features I had to discard almost immediately was the camera zooming out, because if players separated too much one of other, the lighting system caused a significant drop in performance. It was a shame because it was a very useful effect without resorting to a split screen.



When you control a single player, you have two camera options. If you move the mouse/right stick, you can look in that direction like in 'Nuclear Throne'. But if you don't touch the stick or mouse, the camera centers on the player, and you can play like classic 2D Zelda, even if you don't need to fight, you can control everything with just the keyboard...

In co-op mode, the camera works more simply, centering on a point between the two players and always staying centered. This limits the players' movement (they can't go off-screen or separate much), but in boss fights, it gives a lot of freedom, usually keeping the boss in the center of the room with enough visibility to dodge and attack, just like when there are many enemies.



The main challenge in the last month has been coordinating everything so that the game and story work whether you play solo or co-op. It didn't seem right to start playing in co-op and then tell the second player, "Hey, you have to wait 5 minutes to play." So, when you start playing, we take the opportunity to introduce the second character, Brishen, and how he finds his artifact. In single-player mode, you find Brishen later with his rune artifact already equipped.

The 3rd decision I made after receiving feedback and considering the co-op mode, lighting performance, and the game's concept was to reduce the size of the dungeons. The two levels that make up the current tutorial are proof of this, as they are small, detailed levels.


First view of the tutorial area.

Additionally, not having huge levels helps ensure players don't separate too much or feel the need to. It also allows me to create more detailed levels with puzzles, combats, and treasures. Smaller but with more quality and even better performance.

What I'm planning are levels with between 3 and 6 rooms at most, each with different challenges to overcome. The challenge now is coordinating the creation of hand-made rooms with random elements and then placing those rooms in a dungeon connected randomly but logically. I've already done some tests, and the results are promising... but I'll talk about that in the next development diary. Thanks for reading!

Pampas & Selene: The Maze of Demons - franfistro
Pampas & Selene: Patch 1.03
Hello! Like previously said, these patches will focus on bug fixes and adjustments to alleviate confusion. However, this patch has a new feature that has been requested by a few members of the community.

By request, we've implemented a Tip History in the pause menu. This is for people who accidentally skip them, want to go back to review, or are afk when their friend decides to skip something important.

Thank you for all of your feedback!

Discord: https://www.discord.gg/JgMM3Gg54P
Twitter: http://www.x.com/unepic_games


Gameplay Changes

  • Polymorphed enemies can now be killed
  • Brains now spend less time channeling their ability
  • Creatures are no longer mutated randomly
  • Fixed a bad interaction between the Waterwalk soul and iFrames

Bug Fixes

  • BUG: Fixed an issue where moving blocks would get stuck mid-fall
  • BUG: Fixed an issue where the final boss would start the fight with less than full HP.
  • BUG: Fixed an issue where some gravestones were too deadly
  • BUG: Fixed an issue where custom skinned projectiles broken in too boring a way
  • BUG: Fixed a lag issue that skipped quests if both players entered a shrine simultaneously
  • DIALOG: "Profiles" are now called "Save Slots" to avoid confusion.
  • LOCAL: Steam Remote Control is no longer having issues with "back" key.
  • ONLINE: Fixed a desync when a player was teleported due to a big brainwave
  • ONLINE: Fixed a issue where players got the magical armlet too soon.
  • ONLINE: Fixed an desync that caused corpses to be visible next to where they actually were
May 29, 2024
StreamAnimations - Cynob
Hello,

a new update has been released!

Animations are not just pictures, they also include sound!
That's why there's now a soundboard!
You can:

  • Up to ten audio tracks can be integrated
  • Remote control via http
  • The labeling of the individual buttons can be specified as desired
  • The color of the background and the individual buttons can be freely defined.


The remote control is opened via a browser and can be controlled from any device that can display a website and is in the same network. Integration into OBS is also possible.



You can activate or deactivate the function as you wish. The Settings button takes you to the settings view.



There you can assign up to ten different keys, change their names and adjust the colors. Click on save to save everything and then start StreamAnimations as usual. The path of “Audio output” must of course first be added to your broadcasting software as a browser source and activated so that the broadcasting software works with the audio data of the source.

Once you have set this up, a new button will appear on the main page when you start the animations, which you can use to open your remote control.






Other changes:
  • Bugfixing: If an error occurs when starting the animations, it will now be displayed.
WHAT THE CAR? - triband_flo
The brand new DEMO for WHAT THE CAR? is available on Steam RIGHT NOW!



A while ago we released an early DEMO that had a ˢᵐᵒˡ selection of levels to try out. You really seemed to like that! But for some reason we thought “We can do better” so here’s a bigger, better DEMO! It will be there throughout Steam Next Fest in June and maybe a little after too.

WHAT THE CONTENT?
This DEMO follows all the steps that we all know the official acronym of DEMO stands for:
- dang
- enormous
- (a)mount
- Ofcontent

In the DEMO, you will be able to play a handful of levels from different Episodes. Car goes on adventures through these kinds of worlds in the main game and we’ve created this demo to be a tasty selection from those. A giant bear from here, a little sand from there and bam Frankenstein DEMO Episode is born. Or maybe it’s like a fancy multi-course taster dinner. Frankenstein dinner. Frankenstein’s Dinner?

Below you can see a beautiful birds eye of what’s available in demo (secret areas not included 🤫) :



PLAYER MADE LEVELS
We’re also featuring examples of player made levels!
In the final game, it will be possible to make your own weird levels to take Car on a run or sneeze through. We’re still working on this tool, more on that in a future dev log (and let us know in the comments if you have any questions about it!). But for now, all you need to know is that the levels after the Beach area are crafted by other players.



We can’t wait to see you try out this tasty DEMO that really shows off the possibilities for exploration across the different Episodes in WHAT THE CAR?
And of course, I’m excited to see you wrecking each other on the leaderboards. How fast can your giraffe legs carry you?

Honkity honk honk,

Sarah
Community Manager

To report a 🐛 or issue let us know by writing to car_support@triband.net or head to our Discord in the #demo-feedback channel!






TDP4: Team Battle - Frutus Lupus
Gameplay Changes
  • Level-up experience requirements have been adjusted to allow for faster progression through the game. More details can be found in the exp requirements document.
  • We are also considering adjustments to store prices in accordance with the changes to experience requirements.
Weapons

Crossbow
  • Required level changed from 15 to 14.
Pop Gun
  • Required level changed from 15 to 10.
  • Needed accuracy skill points reduced from 6 to 3.
  • Price dropped from 6000 coins & 10 cash to 4000 coins & 8 cash.
Laser LGH
  • Increased magazine size from 14 to 15.
RPD
  • Required level increased from 15 to 17.
  • Required strength skill increased from 2 to 3.
  • Price:
    • Coins: Increased from 11,000 to 12,000.
    • Cash: Increased from 12 to 15.
Negev
  • Price:
    • Coins: Decreased from 15,000 to 12,500.
M249 SAW
  • Price:
    • Coins: Increased from 13,500 to 15,000.
    • Cash: Increased from 20 to 28.
FN SCAR
  • Required level decreased from 15 to 13.
HK PSG1
  • Price:
    • Coins: Dropped from 12,500 to 10,000.
  • Required accuracy skill lowered from 8 to 7.
  • Required explosions skill lowered from 2 to 1.
AA-12
  • Price:
    • Cash: Increased from 20 to 22.
Thank you for playing! Your feedback is crucial to us as we continue to improve the game experience.The Game Team
May 29, 2024
Espionage Activity - left_ON
I'm happy to announce that the public demo for Espionage Activity is now live!

This demo includes the complete first section of the game, with a modified scoring system balanced for this section only.

Try it now and let me know what you think!
May 29, 2024
Drag Racing Kaos - "One More Run" Playtest - eboyungs
  • Fixed missing automatic option in sandbox Blown Alcohol Funnycar.
  • Fixed lockup from tuning screen on multiplayer.
  • Fixed missing font files for menu buttons.
DOUGH: A Crime Strategy RPG - Core
Exciting news boss, I heard from some pezzonovante down on the street, that DOUGH will enters it's Early Access on 26th of July... to be honest with you boss I didn't understood what half of those words mean, I guess it's some message only you can under.

Oh yes he said one more thing, boss, he said a, what you call it, a "playtest" will start in the next weeks and you can sign up on the main Steam page now to enter if you are interested. It will, apparently, give the pezzonovante some time to squash some bugs or design issues. I'm just the messenger boss, I don't understand any of this, I just hope bugs are enemy soldatos, and not me, boss.
May 29, 2024
ELE RAMPAGE - blaze a 50
Various slight game play adjustments
May 29, 2024
Dwarves Mining Idle - Easelm
    Patch Notes
    Hotfix 0.8.03
    Dwarf / Dwarves Window
  • Follow Dwarf will no longer save and it will now reset when you launch the game. Follow Button doesn't show until you unlock The Surface (WIP) so there was no point in saving it anymore and with the new changes it had no purpose being saved.
  • Snap To will now show when you have more than 1 Floor.
    Fixes
  • Fixed when Transferring Dwarves your Camera would lock and couldn't move until you restarted the game.


https://store.steampowered.com/app/2220570/Dwarves_Mining_Idle/
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