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 :)
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)
[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.
[/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:
Minor Stuff:
Balance Tweaks:
Fixes:
Known Issues:
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:
Hey! You should be able to find the download button at the top of the game page: http://aeiowu.itch.io/tumbleseed/
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 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
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
Thanks for the report!