Now this was sweet, Nick Reineke at IndieImpression made a really cool video showcasing the game, also saying that he might stream it in the future. Thanks, Nick! And thanks, those of you who read this blog, too :)
There are a bunch of things to be fixed in the game, but I decided to release a small patch that fixes at least something; I made it so that there’s a new option to disable submitting scores altogether, and made it so that the game is able to automatically enter the last nickname the player has used. Handy!
I’m getting close to 100% rooms done; the only thing left is redoing those few temple rooms left (and adding some secret things if I feel like it). If I keep up the pace, the game could be done level-wise next week! After that it’ll be all about bosses, ending cutscenes and quality-of-life things!
I feel that I remember to update the ESA twitter and TIGforums devlog more often than this blog. Sorry about that! I’ve tried to focus on ESA to get that out of the way, to put it rudely.
Have a GIF!
Anyway, the reason I wanted to post is that I want to gather some opinions on CWOUN. Mainly, I’d like those 3 of you who read this blog to answer the following question:
What are the hardest things in the game AKA What thing(s) kill you most often?
I’d like to eventually start updating that game again, and it’d be neat to make it a bit more accessible. Comment on this post if you feel like it!
The blog has been relatively silent for a moment. Let’s fix that!
CWOUN got a really neat review over at the RETRO SPIRIT GAMES blog. Go read it by clicking here! Basically the review points out the main problem with the game – it’s too hard. Ugh. I’ll update the game with some updatey updateness once ESA is at least nearly complete.
As for ESA, I was on a trip for a week and thus wasn’t able to keep working on it. However, I’m back, and so’s development. I’ve reached the 90% mark, and decided that after this I’ll try to refrain from using a percentual calculator for measuring the game’s state, since at this point things get a lot more uncertain due to there being so much polishing to be done everywhere, even if the actual content was done. There’re only two rooms to complete before getting to the final boss, so that’s very cool!
Nordic Game Jam 2014 is going as I write this, but unfortunately I was unable to attend this year. This saddens me a lot, since that’s easily the best game jam I’ve ever participated in! The other trip I was on kind of drained my money (not to mention energy), so I had to pass this time.
So I finally took my time and contacted the creator of the Lacewing protocol, and it turned out that the server hadn’t died but instead moved to a different address. So well, without any other additions, here’s the The server is alive! update! The last couple versions have also been otherwise broken, but that matters not since the server was unavailable anyway.
GET THE UPDATE HERE!
For reference, the server and port the game uses are villy.net
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