Thanks to our friends for your suggestions. (づ ̄3 ̄) づ ❤ ~ We hope you can comment more, and we will strive to optimize our game to ensure a better game experience for everyone!
What's New: 1. Optimize post-sprint jump preinput 2. Optimize the sprint to the platform will not directly enter the landing state 3. Optimize the hit time after sprint and the normal hit time 4. Optimized jump sprints will continue to jump upward 5. Sprint cd is unstable 6. After the squat attack is fixed, the lock resets the attack direction.
This week I'm adding a new upgraded packaging station. It can be purchased for $750 from Dan's Hardware after you've reached Hoodlum V. It features a rotating conveyor belt that is used to position the packaging under a nozzle. The product is then dropped into the packaging, and the packaging is automatically sealed.
Additions
Added Packaging Station Mk II.
Added item splitting explanation screen.
Added 'view on map' button to NPCs in the contacts app.
Added a body search fail sound.
Tweaks/Improvements
Improved the 'give out a free sample' quest with some extra steps for clarity.
Slightly reduced the interface scale range.
Bug fixes
Fixed unlocked NPCs not syncing with non-host clients.
Fixed skateboards sometimes teleporting non-host clients outside the demo boundary.
Fixed taps sometimes being broken after use.
Fixed 'product with be packaged' warning clipping with some other UI in the handover screen.
Fixed players being able to both use the same station/pot/tap if they both interact at the exact same time.
Fixed being able to both talk to an NPC if they both interact at the exact same time.
Here is what changed: - Fixed storage shelf - Fixed a bug when a player cannot see the vegetables on the garden bed after reloading - Fixed stutters caused by cars and customers spawn - Changed graphic settings - no more very high and ultra since it didn't make much of a difference visually but significantly affected performance - Fixed a bug where buttons in the settings menu don't work for some resolutions - Rework of item throwing, now you can see a trace where you throw - Added label with vegetable information on the garden bed
Hey, hello, and hi! It is I, flower baasket, here for the first monthly devlog for Snow • Fall. For future reference, all following updates will be posted on the 21st of each month. It just didn't feel right to have radio silence for a month after putting the game up on Steam, so we're a bit early this month.
Before I start, I would like to personally thank everybody that checked out this game on Steam, and an extra thanks if you've Wishlisted it! Having a game on Steam is a bit surreal, to be honest, but it's all super exciting! I hope we can have plenty more devlogs in the future.
Well, with all of that boring stuff out of way, let's get into the progress! Yipee!
Story • Progress
100% - Fully complete!
Starting off with some good news! All of the enemies, items, music, and story for the first chapter were already done before I even had this game on Steam. I just had a little polishing to do, and that was it. This is the only chapter that will be available on launch, by the way.
I would like to announce that the first chapter will be releasing with 43 base items, 45 base Cubes (or cards), and a whole lotta lore, sometime in August! More items and Cubes can be unlocked via Steam Achievements, but that's a different section, I'll get to that later. I do hope that you'll enjoy Mika Side Story - Severance when it releases. I put a lot of effort into ensuring a good story. I'm not quite sure if it paid off, but there's only one way to tell.
Reminiscent • Progress
10% - Not-so fully complete!
Reminiscent Mode is a more traditional roguelike experience, a semi-infinite mode in which you fight against enemies that you've already seen in the story. No cutscenes, no important dialogue, just 15 nodes of pure action. The final node is a random, Reminiscent exclusive boss, and after that you can either choose to quit the run there or keep going infinitely.
I'm realizing that only having enemies you've seen in the story isn't really enough content. There's only one chapter, after all, so there's not going to much much diversity. I'll probably add some Reminiscent exclusive units later on.
As for progress, I've hardly done anything on this mode. I've got the enemy randomization working, and we're working on replacing the gray background found in the trailer. It's kind of bland looking. Also, notable work is being done on the first boss, Liu Griffn. I finished some of her Cubes, and I'm really proud of how they turned out!
Misc • Progress
Achievements: 20% - The ideas are done! That's about it...
UI: 50% - Most of the menus are working, but not very prettily.
Thankfully, for the achievements, everything has already been fully planned out. There's 23 total as of now, the meat of it is just implementing them and their rewards. A majority of the rewards are items and Cubes, but there's more than that, like new passives for characters or just new characters all together. I hope you'll find unlocking these achievements rewarding, some of them can be really challenging!
And the UI has a ton of progress on it already! Some of the menus could definitely use a bit of an overhaul, but at least it's working.
I'm aiming for a August release date! Though, knowing me, that's unlikely. One thing you'll come to learn is that I'm awful with dates. But still, I'll be trying my best to develop a quality product! Thank you very much for reading, and see you next month!