Release Update Day updated releases!

It’s Release Update Day! If you have a game you’re releasing an update of, let us know and include a link in the comments! If you would like to discuss what you updated and why, that’s also appropriate. I’ll update this post with links.

I’ll be putting ‘course correction’ up later today. It, uh, still needs a couple things. I’m super glad I gave myself a deadline; this could have stretched out forever.

The updated games!

15 Likes

Hey, I’ll join in. One of my older games has a square on the Great Play Marathon grid, so I thought it was a good opportunity to revisit it and make a few tweaks:

  • tweaked and improved the UI
  • improved hinting (esp. in ‘story’ mode)
  • improved information in the ‘tasks’ list (both modes)
  • replaced and improved a few images
  • a few backend updates to neaten stuff behind the scenes

But the biggest addition is a slightly experimental feature: ‘dynamic ambient audio’ has been added throughout the game – this mixes around 30 different sound clips as you explore – to make the game more immersive (or more annoying – you decide).

If anyone does give this a try (even if just for 10mins) - I’d love to know if this works (as I’ve discovered that audio cross-fading doesn’t work at all on iOS devices - but it should work on everything else).

Anyway, an updated version of the game has been uploaded today, and is available here: The Kuolema by radiosity

8 Likes

Hi. i started playing this, and the presentation is excellent. I really like it. Also the sounds are great. I shall have to play it a bit more to evaluate the game, but it looks very well done.

3 Likes

Update: this is now available on the IFArchive.

Some of the changes from release 2:
  • There are now optional captions (of various kinds) to go with the sounds. Some include images.
  • Added code to catch and encourage reporting of bugs in some more complicated parts of the code.
  • The main menu now uses a more recent version of the Menus extension that is more mobile friendly (doesn’t require using the escape key)
  • The text in the status line, including the menu instructions, now automatically adapts to fit narrow screens (as narrow as 20 characters)
  • The game now uses Daniel Stelzer’s “Before Processing a Command” extension, allowing better handling of certain actions and multiple commands
  • Bug fixes
  • Better clueing
  • Improved disambiguation
  • Incorporated a sound that I realized had been around since the first release, but never actually got used in the game
  • Redid the solution page in HTML with details tags to allow showing one puzzle solution at a time, and a data URL for the map so it can be all one file. Updated the text and map to reflect a few game changes, and added some new information, such as where objects in the game originally appear and what objects can be used for.
5 Likes

The post-iron chIF version of ‘course correction’ is now downloadable! Hmm, if it’s post-iron, does that make this the steel version?

My guiding principle for this release was to fix things that were broken, flesh out things that I had put in but hadn’t fully realized, and address any design issues from the reviews/commentary that I could. This meant:

  • When you change perspectives (he said vaguely) almost all the room/item descriptions change, too.
  • You now have to use at least two capsae to get through the game.
  • There are Even More Ways to use the capsae.
  • There are Even More Ways to get captured/injured.
  • There are Achievements!
  • The ‘other’ endings have been greatly expanded.

I want to talk about the new endings, but of course that will be spoiler-y. But there’s a spoiler tag! So:

The ‘main’ ending of the original game was one of the very first things I ever knew about what the game would be: it was going to build to that point. Which was great for focusing my writing when creating the rest of the game from scratch, but then when I wanted to not force that ending on people, the result was a little flat. One reviewer said that they appreciated them: they were the results of hard decisions made by Constance in a bad situation, and they all made sense. That was exactly what I was aiming for! The ending I originally had in my head was nice and all, but if I was actually Constance in that situation, there wouldn’t be an overwhelming reason to choose it–other options seemed reasonable, too. So every time I wrote an ‘other’ ending, I tried to be as sympathetic to the Constance making that decision as I could, empathizing with them, and working out at least a little of what she’d do from there.

But other reviewers (and, honestly, myself) thought that those endings were so short and obviously non-optimal that they felt sort of like a cop-out. If there’s only one real ending, they groused, don’t pretend like there are a bunch of them. Fair enough!

But I wasn’t sure how, until I finally realized: the reason it was hard to flesh out the other endings is because in all of them, Constance kind of nopes out of the story. For entirely fair reasons! But the solution is to switch to Horatio. ‘Constance noped out; what do you do?’ is an interesting story for Horatio! And that gave me the ‘in’ I needed, and in the end I’m much happier with the entire suite of endings available to the player.

Everything is still on github! So if you want to see what’s changed from the first release to this one, everything is collected at this pull request. Among other things, you can see all the bug fixes for things that my testers actually did report during the comp that I simply had no time to even think about, let alone address. They’re addressed now!

Thanks again to everyone who tested, reviewed, judged, or had passing thoughts about my game. That experience is still a highlight of the year for me. I don’t know if you’ve noticed, but there’s been a lot of hard things going on this year, and cocooning myself in a furnace of creativity seems to have kind of inoculated me against a lot of it, and even helped me be a better support person for others. And that wouldn’t have happened without you all (and especially without @otistdog), and I am forever grateful for it.

9 Likes

(Also! There’s no hard and fast deadline for this event. If you want to participate, participate!)

3 Likes

Woo, Release Update Day! :tada:

I completely relate, thank you for organizing this and making it easier to stay accountable!

(I’ll definitely dive back into course correction at some point to get those last achievements… Constance )

Despite my best efforts I’d been having a hard time making any decent progress on my game; in-between personal issues and conflicting deadlines, it’s just been a stream of technical and design questions which I hadn’t expected and couldn’t find satisfying answers to. I worried a lot about wasting players’ time by not properly polishing the new release to perfection.

But I clearly wasn’t getting anywhere by aiming for “perfect” and I’m glad the deadline forced me to start with “good enough”, which I can now keep building on! It feels wonderful to take that first step even if it’s not the grand reopening I was hoping for.

So with some trepidation, I’m sharing the first post-comp (beta) release of The Apothecary’s Assistant, finally in a roughly playable state again despite missing content:

Main changes so far:

  • Built a new system for tracking days and moon phases
  • Set up the first part of the tweaked framing narrative
  • Designed and partly implemented a journal to store info between shifts
  • Improved colours and styling
  • Made some progress with editing the prose in general

@radiosity
Super cool to see you joining us! The dynamic sound mixing is working great for me on Windows 10 (Chrome/Edge/Firefox), and I like it a lot!

@bg
I hadn’t heard of Delphina’s House before but am very much looking forward to trying it! It’s lovely to see a less-recent game get some love, and from what I gather this one was already very nice to begin with.

13 Likes

Okay, I definitely need to replay some of these games…

Cat?

2 Likes

Thanks for testing folks, glad to hear it’s working!

3 Likes

Hahaha, whoops!
I wish I could blame a cat, but that was just me falling asleep with a finger on my phone screen after a long night of “one more change, then I’ll export the game for real”… :slightly_smiling_face:

4 Likes

Just in case you didn’t notice, this is the sort of beta tester Ally is: not only will she exhaustively test your game, she’ll also make an emoji of your protagonist.

4 Likes

3 Likes

I meant to do this yesterday but it’s been one of those weeks. However, the post-Thing edition of Enigmart is now available on itch! Behold:

  • sections that have no puzzles left are now marked as completed
  • additional hints for the most troublesome puzzles
  • clearer instructions for a few puzzles
  • more cluing for MagiMuffins puzzle
  • improved graphic for rainbow smoothie cubes
  • the single crossfade is now .5 seconds longer for heightened emotional effect

Thanks again to everyone who shared feedback—it made the game more approachable for people who might try it in the future!

10 Likes

Post-Iron? I know some follow the Gold, Silver, Bronze, Iron pattern of degradation with rust, but I’ve never gotten a clear answer on what comes after stone, bronze, and iron on the tech tree or when the Iron-age ended, though I’ve heard some describe the present day as either the glass or silicon age…

Sadly, when I heard the original thread, my thought was this would be a good excuse to try and fix some of the most obvious bugs in the version of Micro Chao Garden I posted for code source amnesty day… and then still spent the last 7 weeks not even opening a single source file… Either I’m worse at prioritizing programming projects than I thought or this was too soft an external deadline.

3 Likes

I have an updated version of Maybe you’ll respect this dead person instead. It is a day late, but editing this has been the slowest going of any editing project I have ever undertaken. Still, even though I missed it by a day, having a deadline was helpful.

4 Likes

The official A Smörgåsbord of Pain soundtrack will be released soon! (As soon as it becomes visible on the IF Archive, to be specific; it’s too big to host here.)

If you’d like a taste, here is a complimentary appetizer:

Rainbow Blaster Battle (BONUS) [Preview].ogg.zip (3.4 MB)

7 Likes

Hey, thanks to all of you for making Release Update Day a success! We got seven things re-released, more than double my original ‘hey, we have three people already…’ inspiration.

Should we do this again? Maybe in… six months or something?

I was also thinking I wouldn’t want to make people delay their release updates just to hit this arbitrary date. Maybe I’d try to collect information about other games getting updates between now and then, and use the day to both introduce any new game updates, but also celebrate the ones that happened within the last six months?

4 Likes

I’ve uploaded the official OST for A Smörgåsbord of Pain here.

2 Likes