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Bloom: Labyrinth

A classic re-thought: Can you overcome the Labyrinth? · By Studio Fawn

V3

A topic by Studio Fawn created 39 days ago Views: 113 Replies: 11
Viewing posts 1 to 5
Developer

Just letting people know version 3 is out. Let me know if you find anything strange. We still have to get in the resolution settings (hopefully this week) and a couple additional save features... but nothing major at this point (I don't think?).

Hi,

There will be many issues when game out to more ppl instead of a few backers.

No mails from itch.io about update btw, so probably nobody knows atm

First look issues:

- the unnecessary pauses in intro screens.  After player selected "New Game" and pressed the key to close the intro hint:  the game plays music and waits for a any key. Player waits also, thinking it's a loading screen.

- first hint about inventory is good, but I played with gamepad

- "Load Game" at start still makes the ability "leaf" hidden and it doesn't restore ability binding

In-game menu:

- cursor doesn't move

Options->Controls:

- surprisingly a lot of keys in the list. I didn't expect to find the complexity of air pilot simulator here :) I hope it's only for pre-release version

- so called "Hotbar page prev/next" buttons doesn't work on gamepad (windows7, Xbox 360 gamepad, triggers detected in rebind panel as joystick Axis ID 6/7, and sometimes returns joystick 6/7  and joystick axis ID 0/2(?) codes as well)

- rebind  panel here doesn't drawn properly and OK button doesn't work

Developer

Thanks so much for the feedback Jimmy :) You're awesome :)

Those problems don't seem too bad, should be able to get them fixed fairly quick (especially the loading bug). 

The next KS update I'll let everyone know about all the changes if they want to try it out again. 

I just got bored of the big games, and I have a free time.  Although I'm already a little tired of glitches.

- Main Menu:  no working key on keyboard to activate selected option, only mouse click works. it's minor issue, but...

- first option of first talk with Yara ends with nothing . Dialog window stays on screen but player can move and use abilities.  

- the guys in the hub (Yara and others) moves around often and randomly. So they looks like hurrying somewhere... in the small room

- the magical mystery tour:   I'm finished the first level, found myself in the hub, exit to the left, die, return to the hub, exit to the left... found myself at the start of first level (!).  Here (after exit) I checked the save file:  area1_004 (!) there.  Load the game, found myself on the same level, die, return to the hub, exit to the left, found myself in the different level  :)  Die, exit, checked the save file again: area1_003  :)  Load the game, respawned on two different places at the same (probably) 1_003,  repeated two or three times: die, hub, exit to the left,  - and  finally I returned to the start of the first level, again :) 

Developer
"I just got bored of the big games, and I have a free time.  Although I'm already a little tired of glitches."

Sorry about the glitches... it's just me doing all the game stuff (the programmer helps a bit with some of the driving systems, but otherwise it's me stringing together the content). It's rough ... but, hopefully won't take long to get the rest of the problems sorted out :) 

- first option of first talk with Yara ends with nothing . Dialog window stays on screen but player can move and use abilities.  

I'm pushing a small patch to fix that and the 2nd level flag now.

- Main Menu:  no working key on keyboard to activate selected option, only mouse click works. it's minor issue, but...

Humm, yea, perhaps I'll set space and / or enter for main menu advance.

- the guys in the hub (Yara and others) moves around often and randomly. So they looks like hurrying somewhere... in the small room

This one is actually on purpose. Figured them moving around was better than standing around.

- the magical mystery tour:   I'm finished the first level, found myself in the hub, exit to the left, die, return to the hub, exit to the left... 

Ohh yea, this is actually all working normally also. Each "life" resets you to the hub (once you get there past the first level at least). Then you can exit out to the different floors with their hub portals. BUT when you exit out to a floor, it starts you out at the start.

Each floor has a possible 10 different levels which are randomized in ...though I felt it was a bit too cruel to force people to play through all 10, so instead you just have to make it through 4 until you advance the story and "beat" that floor. So first level of a floor is either map 1, 2, or 3. 2nd level is map 4, 5, or 6....and so on (with map 10 always being the final map). 

And of course the gauntlet mode is just a jumble of all the floors and how far you can get on a single life.

(2 edits)

it's a bit confusing  (with random maps), but...ok. It has to be explained somehow in the story.   And the Quest mode - what is my own goal, what I seek in the Labirinth - it's unclear. 

The most annoying glitch right now - with hiding interface on Load Game. I hope v5 will solve it.

P.S. It's wrong that you do all the work alone.

P.P.S.  

-  I expected that I can buy items from merchant with usual confirmation button,  but it's [Y] on gamepad or [E] key on keyboard.  Player will need a hint maybe.

- Depleted items has to fade in ability page (be drawn semitransparent)

-  How the Mystic charm works? How long?

Developer
it's a bit confusing  (with random maps), but...ok. It has to be explained somehow in the story.   And the Quest mode - what is my own goal, what I seek in the Labirinth - it's unclear. 

Humm, good idea. I'll try to add more emphasis in the first hub.

The most annoying glitch right now - with hiding interface on Load Game. I hope v5 will solve it.

Yup, we fixing that in the next update (and also resolution settings). The load file should also store the bindings in the next update.

How the Mystic charm works? How long?

It works as long as you have it in your inventory. If you use it from your inventory it gets sent back to the merchant and turns off. I'm curious if it was enough of a difficulty modifier though. ((Maybe I should add a 2nd one you can buy if the first one isn't enough?))

-  I expected that I can buy items from merchant with usual confirmation button,  but it's [Y] on gamepad or [E] key on keyboard.  Player will need a hint maybe.

Humm, good idea, perhaps the first time you enter the merchant screen I'll make that more clear. Also I'd like to get the current gold amount you have in your inventory to show on the merchant screen too. But it is a smaller lower priority thing.

- Depleted items has to fade in ability page (be drawn semitransparent)

Yea, I like that :D It gets a little bit tricky with the arrow types though (since technically they are set as unlimited....and instead reference your crystal count when being used). I'll add it to the list of polish things though :)

I finished the second set of levels, but sylph doesnt acknowledge rescue.

Also, i then shot a portal arrow in the hub and when i went through the second portal is now closed.

Developer
I finished the second set of levels, but sylph doesnt acknowledge rescue.

Humm, I just checked, and it seems it wasn't advancing a flag properly. I'm getting a small patch out now to solve it.

Also, i then shot a portal arrow in the hub and when i went through the second portal is now closed.

Oof, I knew that portal arrow would cause trouble somewhere.

(+1)

I probably shouldn't ask until things have stabilized a bit, but… how soon will there be a Mac, or at least Linux release?

Thanks!

Developer

Once we have the last fixes done (resolution option and a few last bug fixes) then we're going to get back to those builds :) We were trying to do the linux build for a while, but then trying to juggle that at the same time as patching the windows one started to make a lot less sense haha.

Timeline wise, probably will happen in January (I'm going to be taken out of action for the last couple weeks this month and then into January a bit).

Excellent. Thanks!

For what it's worth, I did get to run an earlier build on a pair of portrait-oriented (think rotated 90ยบ) monitors in Windows, and the game displayed fullscreen on one display — quite acceptable — but the vertical was super-squished, to a degree that I couldn't read anything, and couldn't make out much of what was going on. It was funny, because the vertical is what I had tons of, with those sideways monitors.

Well, best of luck! I look forward to trying this out!