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dlask

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A member registered Jan 24, 2015 · View creator page →

Creator of

Recent community posts

1) Good call on the menu sound sticking around. I think there are a fair amount of lingering sounds that happen if you quit mid game.

2) We fixed this the other day! It'll be in the next update :)

Just pushed this fix to our repo :) whenever our next update goes live it should be gone!

Yeah this should be fixed! It was an issue with restarting or quitting a previous run while in a room underground

Wow thanks for capturing this! This further confirms my suspicions. I'll try and tackle this one in my next round of bug squashin :]

oooh wait I have an idea of what it could be. Did you possible have a good amount of momentum going to hit that spring from the right moving left? Technically the way we do springing you may have fallen in that hole on the left of the spring there (long story short the springing seed and the seed on the vine are separate gameobjects internally and there may be some messed up state)

Weird! So let me clarify: You hit the spring, and it launched the seed up but also triggered a fall sequence? Did the screen fade and load the camp first and then you saw this? Or whats the context/leadup to this?

ahh good catch. i just made it so you can't "restart" from the menu in the daily as well (I think it just makes it a normal "adventure" play if you do, but yeah that shouldn't happen). I'll take care of this now!

Glad to hear! Feeling really good about the overall stability of things. Still some edge cases to find/fix but we're in the final stretch! :]

was just going to make new builds and read this- great catch! Thanks so much for all these reports dude

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lol this fix will be in today's patch too

lol! new internal score calculation caused this ;)

Believe I just fixed this today too! Gonna push it with the other fixes in today's bulk hot fix :P

Yeah this was a silly oversight, just fixed it

Yikes! I'll be sure to get this fix in and I'm gonna try to push new builds today.

Ahhh good catch Mike. I think I saw this once before- the buffered spawning should do the trick

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[EDIT 2] Despite wanting to have y'all keep your saves, turns out the new scoring system breaks with the old save data, so we're gonna have to blast your save with the 0.71 hotfix going out later today. Sorry :( Details at bottom of post

[EDIT] IF YOU WANT TO KEEP YOUR SAVE FILE: Copy/Paste the savedata.tumbleseed file from your previous build before updating on itch.

  • Windows: Inside of the TumbleSeed_Data folder
  • OSX: Right click the TumbleSeed.app file and it should be inside of there

[/EDIT]

Hey All!

So we just pushed another big version update- basically all of the game content is in this build. There are still plenty of things that need polish, tweaking, and balancing, but this is everything for the most part! There's so many minor/tiny fixes and touch ups we did but I'll try to hit on the main things:

Big Stuff:

  • New scoring system (and lederboard reset)- scores now sort based on distance, THEN if there's a tie based on time, and if there's STILL a tie, based on minerals. We had to reset scores because we scaled distance differently and internal scoring didn't play nice with the old score data.
  • Quick Restart- people have been wanting this for a while. Well here it is ;)
  • Restart tutorial from the main menu- If you want to go back to the prairie/tutorial to show a friend how to play or you just want to hang out with seeds in a more peaceful time, you can select Tutorial from the game modes screen w/o having to delete your save progress. Adventure should let you continue to start from the basecamp once you've reached it!
  • A few surprises we don't want to spoil

Minor Stuff:

  • Lots of game state stability fixes (quitting/restarting/subsequent playthroughts, music syncing/transitions)
  • More quests!
  • Much faster load times for playing from main menu/subsequent plays. Basically we sliced biome spawning to only spawn the biomes you're currently in- this helps restarting and playing again feel so much better and faster.

Balance Tweaks:

  • Bomb explosion happens in 3 seconds now
  • Reworked enemy composition in Jungle, Desert, and Snow
  • You can now fall off the mountain at the Summit
  • Hole pop aura no longer plants a checkpoint and you lose 5 minerals when you fall in a hole
  • You now get a 3 second invincibility cooldown when hit by an enemy**

Fixes:

  • You can no longer die from an enemy hit
  • All enemies should now properly utilize/activate all preplanted abilities
  • Fixed many bugs with seed powers not working properly or interacting with enemies
  • Fixed crystal room quest not working
  • Daily challenge sends you back to the main menu upon completion
  • Abilities should no longer linger after you tried them in in the try-area in choice rooms
  • Node flies now work lol
  • **You can no longer lose a ton of hearts instantly when knocked up into a wall by an enemy and getting hit repeatedly because you now have an invincibility cooldown

Known Issues:

  • Homing still aims at indestructible enemies (i.e. wall laser crawlers)
  • Game has some edge cases where it can soft lock from button mashing/pausing at transitional periods

I'm sure I missed a ton of little things. Keep letting us know what you think regarding how things feel, fun stories you have, or things you find unfair. Thanks to all of y'all who keep playing and sending bug reports- we really appreciate it, and anytime folks talk about their experiences playing the game it brings us a ton of joy, so thank you <3


Hotfix 0.71 Fixes:

  • Fixed bug where end game screen was behaving incorrectly
  • Restart & Quitting during dialogue/falling in holes/cutscenes/transition states should no longer break the game
  • Fixed a soft lock that could occur in the tutorial shrine
  • Teleporters from the basecamp now work properly (no longer end up in the blue abyss AKA nothing-land)
Other Notes:
  • Save file had to be wiped in order to deal with new scoring system, sorry :\
  • New dialogue in houses & libraries!
  • Fixed up a bunch of other little minor things. The game is in a better place than in was this morning!

Just fixed this issue! Turns out if you quit inside of a seed home or while in an underground room they wouldnt get cleaned up properly. Will be fixed in next release! :)

Hey! You should be able to find the download button at the top of the game page: http://aeiowu.itch.io/tumbleseed/

I like this too! Rad idea :]

or yeah maybe if you come across the seed type in a run then it becomes available to the beginning of the game selection.

This is tough cause I feel like I personally have an optimal strategy or specific seeds that I feel in combination are a bit overpowered, especially towards the top of the mountain. Maybe it's a matter of balancing those abilities, but yeah I do like having to deal with what your dealt, and I wonder if that gets lost when letting players just choose the starting seeds.

Or maybe you can choose X suits (up to 4) and you incur some kind of debuff like seeds costing more. There's a lot to consider/toy with here!

I wonder if crystals just have a z sorting issue as well. I know we recently optimized some z ordering logic and ive seen this side effect before with crystals. We'll look into it!

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I hear ya. I feel like the challenge rooms have the highest skill ceiling in the game right now (aside from just beating the game itself). The risk reward is so high- trusting yourself enough to engaged those systems and if you manage to bear them the rewards are a usually a huge payoff. Also, we've talked about adding more challenges in the game (whether in camps or otherwise). I like that there are challenges that push even the most skilled players to their limits, but maybe we need some other challenges sprinkled to give the harder ones context instead of all of them feeling like such an uphill battle.

That was kind of a rambling haha, but hopefully that makes sense? Curious to hear more about your (and others'!) experiences with the rooms. Do you favor one or the other or does one seem entirely less fair than the other out of the two that are in now

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Tumbleweeds definitely aren't supposed to be instakill, sorry about that haha!

Part of me likes tumbleweeds as kind of this wall that you have to use your abilities and navigation skills to get avoid. I believe the way they're supposed to function is to only on the very bottom of them. This may speak to Mike's concern about 3D objects being hard to distinguish though...and while it's part of why I like and think it makes them different it can be confusing.

Maybe we try spawning single tumbleweeds that appear on their own throughtout the biome instead of focused dense sections? And maybe they only hurt you when they hit the ground/appear to land on you. Even typing this now I'm like brainstorming an almost frogger-like section or maybe challenge room that causes you to weave in and out of tumbleweeds. This could be extremely bad lol, but I think they have potential to create some interesting quick environment-reading opportunities for players and are a weird non-living entity that feel thematically nice to exist in the desert and could help create the identity of how one approaches and views the biome

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So unfortunately right now Unity's input system on OSX does not allow for controllers to be plugged in after startup...I'll look into alternatives though- I have some ideas! >:)

Wow, I really like crystals sponging damage for you before affecting health! I think that would create an interesting twist on the economy if you encounter it.

ugh yeah playing the other day I had some land in walls too. Sorry about that

Woo! I was gonna say I'd never seen this before haha. Thanks all! :]

I hear ya. We're always trying to think of and build things into the game that would not make you wanna restart. But I'm sure there are still those runs after you're familiar with the game where you fall in a hole like...right out the gate and it's like "maybe I should just restart" haha

Ahh good catch. I though we fixed the cleanup issue with seeds that "equip" you with stuff, but apparently not :]

Ahhh good catch- we may not be deadzoning the menu input. Noted!

Wow, yeah and no null errors in there. I'm gonna try and look into this first thing tomorrow! Thanks for stickin with it.

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  1. Whoa weird! I haven't seen matching seed choices before. Will definitely go an hunt this one down. Were you given this choice inside one of the rooms about halfway up the biome? (We refer to these as crystal rooms) Just want to make sure I'm looking in the right place. Also, there's a chance this is a symptom of something else- could you possibly send us your player log (If you haven't already shutdown and restarted the game, that's when it resets).

    * If you're playing on Windows, go to where the game installed, open the TumbleSeed_Data folder and grab output_log.txt
    * If you're playing on OSX, hold the option key and select "Go" at the top of your screen. Select "Library" and go down to the follow location: ~/Library/Logs/Unity/Player.log
  2. And yeah some of the lil grubs seem to get stuck in a weird state on top of holes every so often :(

Thanks for the report!

This is...hard to pick out one fav. I think Reflect Seed might be my favorite- Takes the stress off of projectiles and encourages baiting enemies >:)

Hello all! I'm David, the other programmer on TumbleSeed. I've been in and around Chicago my whole life, and I'm still here! And as Benedict said- if you find any bugs blame him! I've never created a single bug in my life.