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A survey link was emailed to then current customers and was advertised on social networks including the World of MULE discord server. I plan on publishing the results but the Roy Glover interview was higher priority. When I do, I'll advertise similarly; instead of an email, I'll make a community post here.

Thanks for the clarification on the speed up ideas. I'll likely supply them without option, relying on the unanimous voting nature we discussed before.

I rather like the simplicity of designing around a single (primary) button, where all other buttons are not essential to the game. And I guess a counter argument would be that a dedicated skip button is not essential. But there is already such a precedent in MULE with using the button "to go on". Did you know you can reconfigure your gamepad settings in the main menu -> options -> input -> gamepad -> customize -> ...

The status summary animation skip is doable. As a product manager, you know how programmers will wince and squirm but eventually implement a feature request. MULE does not distinguish between button just pressed versus button down; it only looks at the latter. There is a use case where players will hold their buttons down during the animation to ensure their scores are hidden from other players when the animation ends. The skip will require that a player raises their button and presses it again. I can think of a couple ways to do this.

I currently don't have a public roadmap list. In my developer logs, I give a general "what's on the horizon".