Update 1/27/25: The game is now released on itch.io and Steam! Betas have been removed and update posts have been made public.
V0.9.3 Update:
Overhauled Cell Wall Powerup: there was an error in the code that caused a ton of lipids to appear, or rather it would cause multiples of smaller targets to split off from larger targets on destruction, which then would be destroyed. It now no longer does that, plus now the targets will bounce off the cell wall shield.
Fixed the between-level and shop menus so that you can no longer spam the keyboard/controller buttons and cause glitches.
Found and fixed an exploit where if you hit the restart level option in the pause menu or custom mode when the fullness meter is full but there are still targets to destroy, would cause the level to automatically win on restart.
Full version fixes:
A glitch where the levels can proceed past 40 was (hopefully) fixed.
Fixed a bunch of Rebbecca animation glitches in the theater mode.
Music added to all cutscenes (Some music is still WIP)
KNOWN ISSUES (v0.9.3):
The HTML5 version still doesn't seem to render the Osmosis water effect correctly. It doesn't really affect the gameplay but it looks like crap. There are downloadable versions of the demo, it should work correctly there.
Skipping through chapters of the cutscene in the HTML5 version causes a sound glitch, where the music doesn't stop.
Some of the cutscene music is still not finished.
Future plans:
STEAM VERSION COMING SOON! I've mostly taken care of the submission process, I'm still waiting for the approval process to go through (I wish I'd known I should have started the submission process earlier, otherwise it would be up by now.) I don't have a release date quite yet, but it should be this month.
Info regarding the full version: it will be released on Steam and here in itch.io for $4.99 USD.
"But RJS! I already sent you money to play the beta on Patreon and/or donated through Itch! Now I have to pay for it AGAIN?!"
Don't worry, I've got you covered. I intend to contact each person who's donated at least $3 from when I first released the demo in August to the day the finished game releases and provide a key to the retail version as thanks for supporting early development. I can't say for sure how long it may take though, as Steam keys have to be requested and sent through an approval process.
What will happen after release: I'll update the game if needed if any new problems are discovered. I also am looking into a Mac version, plus Android and iOS. Any mobile version will require some time while I figure out how to implement touchscreen-based controls. I also have plans for free DLC updates with new modes and features later on in the future, if the game does well.
Update 1/2/25, Evening: Ooops! I was having trouble getting the demo to work, fixed it, but long storr short, I screwed up the code and the patch for the full version wasn't working, and I hadn't noticed. I fixed it, and also the enzyme appearing too early bug, with v0.9.21! Also I fixed the SFX slider, I hadn't noticed the code was messed with there, either.
Update 1/2/25: Game is now patched to v0.9.2.
v0.9.2 Patch Update:
All menus should now be fully operatable via controller and keyboard. Custom mode overhauled to have dropdown selection menus (they were spinboxes before, but for some reason Godot can't make them work with keyboard/controller)
Chapter and ending cutscenes are now split into individual scenes: you can skip to the next scene (IE: Chapter intro->Rebbecca Scene->Cellecca prep scene) with Space/Bottom Action Button, or skip scenes entirely with Esc/Menu Button/Start Button.
Tutorial and other prompts have keyboard/controller button icons.
QOL Updates:
A new shader has been made for the between level menu and shop buttons: a blue outline will now appear over the button selected via keyboard/controller.
Selecting the shopkeeper to "poke" her via keyboard/controller was causing a glitch, so it's been changed. Now you can "poke" her with the "P" key or by clicking in the right stick (R3).
I noticed having a timer for power-ups in the background (which can be obscured by the gameplay) may not be effective for being able to tell when a power is about to expire, so I included a new vertical "Meter" that appears on both sides of the gameplay area, which should be easier to see without distracting the player from the main gameplay.
I noticed I had too many assets to load in both the main gameplay and gallery modes, which caused the game to stall for a second when loading or reloading a scene. I spent a lot of time reworking scenes and scripts so that assets only load in when they're needed and removed when they're not on screen. The loading pauses should now mostly be gone and the game should run even smoother now.
NEW MUSIC! Comic cutscenes now have a musical score. Well, most of them, it's still not completed. All the scenes, including the endings, should have music in the release version. (They haven't been added to the sound test mode yet. They will be when it's finished.)
More general cleanup and polish of the animations. Mostly adding tails where I had forgotten to add them.
The glitch where picking up a powerup shortly after dying and respawning is fixed.
The Shopkeeper no longer goes straight to the "sold out" dialogue prompts when first buying the highest level of an item, it is now a "buy" dialogue prompt, and the "sold out" prompt only plays when attempting to buy a maxed-out item after it was already brought.
UPDATE 12/23/24: The v0.9.1 patch has been added!
V0.9.1 Patch Update:
New control options are available: WASD can now work along with the arrows, and ENTER can work to confirm like the space bar. Controllers now work, D-pad controls, Bottom action button dodges and confirms, triggers, bumpers and R3 can use powers when auto-powers are on.
The downloadable versions now have options for different window dimensions and fullscreen, plus controller rumble (These are not present in the browser version).
Menus can now be operated by Keyboard/Controller, but there are issues. The Custom mode will not work at all, due to Godot's options for focusing on Spin Boxes don't do anything for some reason.
In the full version, some of the animation glitches, like Rebbecca's head being permanently green, have been fixed.
Other glitches have been brought to my attention, such as pickups not working after respawning, will work on it for the next patch.
This is it, the final beta. I hope. I'll need to make sure it works as intended, which is where all of you come in. I'll need feedback if anything goes wrong, or if something just looks off. I wanna get it polished before the 1.0 release. All the animations and cutscenes are completed, so you can now enjoy the story the way it's meant to be seen!
Here's my plans for the release:
It's coming to both Itch.io and Steam, it'll retail for $5USD. Yeah, it won't be free. I spent MONTHS on this and missed a ton of other work that I gotta scramble to catch up on. "But didn't us patrons already pay you for it?" Not to worry, I intend to get keys to everyone who donated $3 or more since I started development in August. I'm also still waiting for my Steam developer credentials to go through (probably should've done that earlier) and I even intend to add achievements as soon as I learn how.
I also intend to add bugfixes after release if needed. And free updates after release, if the game sells well enough. I already have an idea for a new mode.
And to everyone who's waiting on commissions and rewards, I'm gonna get to them now that I got a build I'm fully satisfied with and will take some time off development to get feedback. I know I've been silent when it comes to getting back to you. Sorry I've been so selfish. The truth is, I've been just having trouble doing commissions, I think it's due to burnout. I try to sit down and do them, and I just... can't. I haven't responded to requests or taken in any new ones for a while either. I've been dealing with back pain and depression. I feel like I haven't really been on the ball since 2022, and I wanna get in a better mental and physical state. I intend to get to everyone soon.
Firechar
2025-01-04 02:06:13 +0000 UTCCommissarChatt
2024-12-21 18:32:43 +0000 UTCJaykar
2024-12-21 11:22:53 +0000 UTCJaykar
2024-12-21 11:02:54 +0000 UTCTach0012
2024-12-20 18:25:04 +0000 UTCJens ibsen
2024-12-19 05:53:57 +0000 UTCKorota
2024-12-19 01:37:59 +0000 UTC