Hotfix 02/04/2020
- Replaced the third tutorial level with a more intuitive and clearer layout. I hope this helps the people that were getting overwhelmed and stuck.
- For those still having trouble trying pausing and pressing "?" for 'help.
Hotfix 01/04/2020
A Vibrant Melody Patch notes 0.22b
Compendiums, Vacations and Reactions
Hi everyone,
We’re almost ready for a wider release! I’ve been focusing on getting everything ship shape and ready to go. There are so many quality of life changes, new sounds, art, and bug fixes. Along with all these little things, there’s a few bigger things too. Now all the creatures and eggplants react when they are soothed or upset, by flashing, moving, and making sounds. I also added Creature Vacations, where each match one of the basic creatures will go on holidays, so they won’t be around or in need of cheering up. Along with that there’s new button art and animations for the menus, new sounds for the Singing Girl, and a creature compendium, which tells you about all the creatures as you unlock them. The most immediately obvious change are the Creature and Egg Plant reactions. They now flash blue/green when they are soothed, and orange when they are angered. When creatures are angered they take longer to soothe and can reach new emotional states with more powerful abilities. However when Egg Plants are angered they take longer to hatch, and when soothed they hatch more quickly. It should be much easier now to see the results of your actions, and the effects that the creatures are having on one another and on the Egg Plants.
Last patch I made it so that you unlock different sets of creatures as you get better at escaping from the desert, I’ve now added a Creature Compendium to the game, which shows you these creatures as you unlock them. Once unlocked you can see them in the compendium in the main menu. Each creature has a picture and a short description. As you unlock new creatures you’ll get a splash screen that shows their compendium page to you as well. I’ve also added a button to the pre-game screen to let you preview which creatures you’re up against this match.
One of the issues with the late game is that matches can feel a little too similar, to help address this issue I’ve added Creature Vacations. Now once you unlock it one of the basic creatures will go on vacation and won’t appear in the desert this match. This will help prevent players from relying too much on the particular abilities of once creature type. To complement this I’ve also made the order in which creatures appear each match a lot more randomised.
In addition to all these major features I’ve added a bunch of new art and recorded a bunch of new sounds. You’ll notice that all of the main characters in game voice lines have been updated as well as a few new ones added. Pebble people and Scarab hosts now have proper attack animations, and I’ve fixed some bugs that were stopping their current state from displaying properly. Ecstatic Pricklers finally have their own art. I have a new title screen background. And all the menu buttons have new art and animations, and sounds. I hope you like a few transition animations I’ve added, especially the one in the start match loading screen. Adding all this stuff allowed me to redesign a lot of the code base making things more clear and easier to update in the future.
Make sure to check out the past couple of patch notes if you want to see other recent features I designed to make the game more accessible and deeper.
So please let me know what you think!
Trev
@Trev_Murray on twitter
Hot Fixes 10/02/2020 Based on your feedback I’ve tweaked the first few matches to make the game even more accessible to new players. These will hopefully help with learning the game especially as you are starting out. Please let me know what you think. Please delete your previous saves to ensure there isn’t any funny business when playing this new patch.
Gameplay features and changes
Bug fixes
Known Bugs
A Vibrant Melody Patch notes 0.22
Minimum viable strategy game
Hi everyone,
With this patch I’ve decided to round things off since I’m very happy with the state the game is in. It is at the point where I need testing and feedback on the early-mid player experiences now that I have a lot of systems in place to support them.
The one big change is the Match Gem system. When you start out you will only have access to half of the types of creatures (Emerald Gem). You will then unlock the other half (Tigerseye Gem). And if you’re still able to escape you will unlock the full set that contains creatures from both gems.
I’ve added a lot of minor features which should make the experience much better for everyone, along with (hopefully) finally squashing some major bugs.
I really hope you enjoy this version of the game. It now has all the major planned systems in place to support everyone, except a few secret things in the works to support high-level expert play.
Make sure to check out the past couple of patch notes if you want to see the big recent changes.
So please let me know what you think!
Trev
@Trev_Murray on twitter
Gameplay features and changes
Bug fixes
Known Bugs
A Vibrant Melody Patch notes 0.21d
Escaping through the portal, metagame structure, and eggplant growth
Hi everyone,
We’re on a hat-trick with another great patch. Since I’ve got most of the game systems working well together, I decided to spend this patch upgrading the meta-game systems. This should make the process of learning the game, and going from novice to expert a whole heap easier.
To support these changes I made one major system change: Escaping through the Flower Portal. In order to escape from the desert, and claim your escape bonus points you will need to feed the Portal Flower enough emotional energy for it to summon its portal. Once it has enough emotions it will start vibrating, then you can sing to it to summon the portal. Then simply step through to escape completing the match and get your bonus points. To help with this I also added a little counter to the Portal Flowers score text to remind you how much you need.
Two other changes, which go hand in hand, are the new pre-game screen, and the meta-game progression. The first few times you escape the desert, it gets a little bit harder to make it out. In your first match the portal plant will only require 10 emotional energy before it can summon the portal, but after escaping that amount increases. To help you keep track of this goal, the new pre-match screen tells you how many emotions it needs, and reminds you of the goal. It will also tell you about other possibilities once you have overcome your initial challenges.
I’ve also made some pretty big changes to the scoring system to help enable a more diverse range high-scoring strategies, and added a post-game screen that gives a detailed breakdown of what contributed to you final score. I’ve rebalanced the amount of points you get for escaping, and for soothing the Tumbler (see bullet points for details). I’ve also added a score multiplier which you can get by escaping with time still left on the Portal Flower’s match timer (see below). But keep in mind processing Emotional Energy through the Portal Flower is still the core mechanism and required to access all of these bonuses.
I’ve added some new art to all off the Eggplants and the Portal Flower, that will help you see how much emotional energy is needed to unlock their next state. All of these plants now steadily fill up from the bottom as they eat more Emotional Energy. And to remind you once they are full, they release some of their own emotional energy into the creatures they carry.
There were a whole heap of small changes and I’ve fixed all known major bugs with this patch, so read on below for those details.
Please let me know what you think of the changes. I think the path to becoming an expert soother far more clear now,
Trev
@Trev_Murray on twitter
Gameplay features and changes
Bug fixes
Known bugs - Though still let me know if you are seeing these
A Vibrant Melody Patch notes 0.21c
Voice Over, Tumbler sounds, balancing, and fixes
Hi everyone,
I’m really happy with where the game is at after these last two patches. I think it’s a lot of fun to play when trying to maintain high scores. The low level risk-reward gameplay of the song power system works really nicely, and opens up a lot of trade-offs that ripple out beyond those low level tactical decisions.
This patch focused on adding polish, rebalancing around the major changes from 0.21b, as well as fixing a lot of long standing bugs.
You’ll notice newly recorded voice over lines throughout your matches. This will give hints about the story as well as offer guidance to the player.
I’ve added a few more sound effects to the Tumbler encounter, which should make this a lot clearer and more interesting.
Two important balance changes are the Song Power change and the Egg Plant bonus time nerf. With all of your new abilities it was getting a bit too easy to open all the Egg Plants before the end of the match. As such, I’ve slightly reduced the amount of bonus time you charge the Flower Portal for when soothing any Egg Plants. But I’ve also buffed the maximum Song Power rank. Once you have 8 song power (hat starts flashing) you next note will always unleash a fully charged Final Light, including soothing multiplier and knock back.
I also tracked down a couple of game breaking bugs, so input and hatching should be a lot more reliable now.
There were a whole heap of small chances with this patch, so make sure to read below for all the details.
Please let me know what you think of the changes. and thanks for reading and playing,
Trev
@Trev_Murray on twitter
Gameplay features and changes
Bug fixes
Known bugs - Though still let me know if you are seeing these
A Vibrant Melody Patch notes 0.21b
New song moves and Eggplant effects
Hi everyone,
The two major changes this patch are the new ways of singing, and new effects which are unleashed by each Eggplant as it hatches. You can now dodge then dash, for an aoe song, and you can build up song power by avoiding the final note of your combo, before finally unleashing an overjoyous note. I’ve also added FinalEggplants, which stick around to spread their special effects for the rest of the encounter. They work much like the other happy creatures, but each have a unique effect.
I’ve completely overhauled the singing system. It used to be the third consecutive note would be ‘Final Light’ and would always improve happiness by 5. Now Final Light’s happiness is based on your song power. Song power grows each time you sing a normal note, but is lost if you are attacked by any creature. Song power also decays each turn you move after the first, unless you dash.
Song power can build upto 8 charges at which point you become Euphoric and have 12 turns to deliver a fully charged Final Light. Final light also has Happiness multipliers at 2, 4 and 8 charges of song power.
I also added the Dodge dash combo. If you sing then move on your next turn you will enter the dodge state. From this dodge state you can dash adjacent to any creature, causing you to move and sing 3 notes, one forwards and two to the sides all at once.
There were lots of big changes with this patch. I think these are the last of the major systems for a while, and so I’ll switch over to rebalancing around these changes, then making the game more accessible.
Please let me know what you think of the changes. and thanks for reading and playing,
Trev
@Trev_Murray on twitter
Gameplay features and changes
Bug fixes
Known bugs - Though still let me know if you are seeing these
Tutorial, Creature tweaks and Visibility overhaul
Hi everyone, this is just a quick little patch that should make the game a lot more approachable for new players. There is now a big multi room tutorial which introduces you to a all the basic concepts and features of the game.
I also changed two creatures, happy Pricklers and upset Fint Stones. Pricklers now grow energy right where they stand, so you’ll need to walk over them to pick it up (or push Eggplants next to them). And Flint Stones have a new attack pattern, 2 tiles in each cardinal direction, so you’ll have to change they way to dodge them when you wake them up.
I’ve also overhauled the visibility system, so things should be a lot more consistent in where and when they show up.
The tutorial covers, movement, happy creatures effects, hatching eggs, soothing upset creatures, and infusion flowers harvesting energy.
This first tutorial really only covers the basics, but will hopefully set you up to try out the main game and not be quite so overwhelmed. The plan will be to roll out a series of puzzle levels in the future which will teach the player about more advanced systems and interactions.
The level editor for creating tutorials and puzzles is now fairly advanced and should be able to cover most concepts and interactions in the game. So I should be in a good position to roll out a bunch of puzzles in the next update (2 weeks?)
Anyway thanks for reading and playing,
Trev
@Trev_Murray on twitter
Gameplay features and changes
Bug fixes
Known bugs - Though still let me know if you are seeing these
Hello everyone!
I'm really looking forwards to hearing what you all think about the game. So please share your thoughts here, on twitter @Trev_Murray or by email SupensionOfDisbeliefGames@gmail.com
There's a lot of unusual systems and features, along with fairly unconventional singing and happiness mechanics, so I'm looking forwards to hearing what people like, what they struggle with and what they think needs work.
Thanks for playing,
Trev