- Fixed an issue where loading a generic quest could get stuck at "Adventurer Spawning" - Fixed missing log for attack rolls(Didn't realize they were gone due to me replacing texts)
Welcome to the Plastic Tactics Online Demo broadcast! The develops will be live streaming multiple times throughout the course of Next Fest to give players an impression of how our project has come together so far.
Plastic Tactics Online is a turn-based PvP strategy game with a twist- rather than a traditional top down camera as often seen in strategy games, PTO has players take their turns one at a time in classic 3rd person shooter fashion in hand crafted, fully realized miniature worlds set all around the house!
Drop by the chat to say hi, and feel free to stop by the chat with any questions or comments you may have. Please consider wishlisting and following our game, it's a huge help for small indie developers like us.
Hope you enjoy the stream- see you on the battlefield!
Thanks to our good friends at Day of the Devs, the lid has been lifted on a new DLC for your favorite cozy puzzle game. A Little to the Left: Seeing Stars is coming to all platforms on June 25th.
Watch the Announcement trailer:
A Little to the Left: Seeing Stars boasts 38 new puzzles with up to 5 solutions, 100 stars to collect, and some extra cute visitors who will no doubt make an unexpected appearance from time-to-time. Fold, flap, crush, join, stick, bounce, stack, strum, and lovingly smash your way through the new levels.
Key Features:
• 33 new levels: a mixture of “Multiple Solution” themed puzzles and traditional organizational levels.
• 5 additional bonus levels.
• 100 Solutions to discover.
• Levels with up to 5 different solutions!
• Interactive items that you can fold, flap, crush, join, stick, bounce, stack, strum and smash.
• Lots of variety.
• New OST.
• Hints for ALL solutions.
• Layered levels with both easy and challenging solutions.
• Multiple cats!
We’re also happy to reveal that all A Little to the Left players, regardless of DLC purchases, will benefit from an upgraded hints system on June 25th, offering in-game hints for every possible solution across all existing puzzles.
We're happy to announce that IN HEAT will be releasing in Early Access later this month! It's been a long time coming and we'd like to thank you all for your support so far!
We have also uploaded a new Gameplay Trailer on Steam a few days ago for those that missed it!
Future content will be added to this chapter, and I plan to bring the soundtrack to Steam as well. These will come at a later date, the specifics of which are tba for now. They'll also be announced later. ;) lol
Steam Achievements is among these features, as they're actually incredibly intimidating to implement. That being said, once I get the any achievements working, adding new ones shouldn't be too difficult.
If you have any ideas for achievements, be sure to tell me about them and assuming I got the idea from you, I'll be sure to include your name in the achievements title/description!
Anyways, I hope you enjoy my game.
Take care of yourselves, and remember, as always, to follow your heart! ^.^
So, after many, many people have expressed frustration with him, and after a lot of deliberation, we've decided the following changes will be made to the "final boss" (not the true final boss) of Future Fragments in the next patch.
Hopefully, these changes will make things more accessible to the majority of players/not as frustrating.
The fight will be lowered to 1 cycle of 2 phases, instead of 2 cycles of 2 phases (as people hated getting through one cycle and then losing and having to start from the beginning)
His health, attack damage, movement speed, and shield health will be lowered by 10%
The speed at which his shield cycles will be reduced by 50% (as this was one of the biggest pain points, having to switch skills super fast)
If you're still having trouble with him, there will be a cutscene that will appear after 10 losses where you'll have the OPTION of making him even easier
For those who want a challenge, we will be retaining the original fight to be able to access in-game in a later patch through some sort of method
We realize that some of you really enjoyed the challenge the boss brings, but the amount of people who've reported being frustrated with it is just really, really high.
If this ends up being TOO drastic of a change, we'll try to find a middle ground where he's still weaker than he is now, but not AS much.
In general, we want Future Fragments to be fun and present a challenge, but we're also aware what type of game it is, so we want it to be accessible to most players too.
For those that want a challenge in general too, once everything is done with the game, I'll be making free DLC map packs of extremely hard maps/challenges, so we're not going to neglect those who want really brutal difficulties!