May 20 at 4:02am
Another Chance 1.1.1 Public Release
Hey guys,
Two weeks ago, we released our first major update — the one we have been working on non-stop since the demo launched.
The days leading up to the update were pretty anxious for me.
The Patreon posts weren't as frequent as they should have been and thus everyone was more or less in the dark about what we spent the past three months doing.
I had no idea how people were going to react to our update. Would they like the content? Would they consider their patronage worth it? Was this what they were envisioning?
Well 14 days later, I gotta say, the community response to our update has been really tubular.
Our Patreon support doubled in size and people really seemed to be picking up what we were putting down. The art and writing received a lot of praise and some outside-the-box puzzles really tickled your cerebellums.
However, we also received a good amount of constructive criticism:
First, there were a couple of bugs that slipped past us. But bugs are no problem, we squashed them like Kate does your balls in your CBT daydreams (and yes, everyone wishes that stands for Cognitive Behavior Therapy).
However, we also received a lot of criticism on issues that do not have a simple solution. A significant proportion of players complained that some quests were too confusing and lead to more frustration than fun. Hints weren't helpful enough and people were getting stuck on where to go or what to do.
Even though a portion of me wanted to let everyone know that they should just "git gud", I knew that they were right and ignoring this feedback would be my mistake to make.
So we worked extra hard these past few weeks on coming up with solutions that would directly fix a lot of the frustrations players were feeling. And we've ended up creating a few things that I am extremely proud of.
1. A beautiful and well-written text walkthrough
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(a special thanks to Vashonn for helping out with that!)
2. Significant quality of life improvements such as:
- reducing inventory mechanics friction
- visually displaying unsuccessful combine attempts so you know not to try them again
- easily communicating if an item has new dialogue and should be clicked - just on hover
- tilde('~') key to show all interactables in location
3. The ability to switch between "Fast" and "Explore" mode. In Fast mode, game mechanics are tightened up and many previously necessary clicks are removed or simplified, allowing you to play the game much faster at the cost of some lore and story.
4. And finally, what I am most excited about and what I consider to be a crown jewel of this game, our new fully in-game robust walkthrough. Easily turn on or off the quest guide for any quests you have still open and let the internal guide system effortless unstuck you.
Well, that's it for now, the game is public so download it and try out all the new things that we've added. We're going to continue grinding, and hopefully start trying to make more frequent updates now that we have a good core to build from. I will keep you guys updated here and on Discord, we also are looking into our team live streaming the building of this game so join our server if that is something you're interested in.
Link - >
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