Posted April 28, 2021 by anchorlight
#critical patch
Wait! Before we get started here, I realize that I never properly documented the last patch, v0.1254. This was a second hotfix for 0.125, so nothing too major.
So, without further ado…
There, that made me feel better.
Now, where were we…
This isn’t really a code issue. In fact, I can’t think of a single programming bug that was fixed in this update… but the implications of what was tweaked are so egregious that I’m counting it as a bug.
In short, it’s about the pipes. The pipeworks area has been a nonstop hindrance for players. It gatekeeps all of the best parts of the game behind the terrible collision system and artificially drags out the experience. People get stuck on them and slam headfirst into a pitch black area. They can’t figure out how to get around them, because the whole room isn’t receiving light. They skip past them because there’s no clear way past. No, no, no, no, no. Terrible design, I should feel ashamed… and I do.
Also in this update, removing the fangs of the air system to stop players from constantly having their games ruined by an overzealous clock. This will give the player way more time to explore, and even with the default air tank, you can feasibly make it back to the surface in time. This no longer invalidates the existence of every memento beyond Fountainroom.
I want to add a warning system that makes an alarm when players reach 50% or 25% air, but that will wait until postjam as I have no precedence for such a feature.
I know that some people are going to say that these changes aren’t bugfixes, but I have done my best to make them while abiding by the rules. No items have been added, duplicated, or moved to new locations. No new content was created. I did not add a second resurface zone. This rebalance does the bare minimum to make sure people can get through the worst part of the experience, as I’ve yet to see anyone play the game coming even CLOSE to the intended route… mostly because the intended route isn’t even possible. It also does so entirely using mechanics and scripts that were already in the base game or even had counterparts already.
KNOWN BUGS:
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Special thanks to ramblehousegames and everyone else that has played the game and/or given feedback! I’m starting to feel good about the future of this game, especially as unlike proceed there are mechanics and systems that could form a good basis for something greater.