Full notes
Full Act! Autonomy: Cell-Tones update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
- Gameplay
- Fixes
Act! Autonomy: Cell-Tones changes
Act! Feedback Roundup #1
Today is the first day of the demo launch, and I’ve already received so much feedback from everyone in such a short time. Thank you all so much!
Here’s a summary of the major points and the current optimization plan:
Q: The game has no tutorial. The on-screen button prompts and the rules page don’t help players quickly understand how things work. A: I’m sorry! The development schedule was just too tight, so I didn’t get around to it… In the latest update, the [Button Prompts & Game Rules] screen can now be opened again at any time. The plan for a proper tutorial has already been decided. I’ll complete a full beginner tutorial by June 15, including a tutorial song and character-guided dialogue!
Q: The game doesn’t support the “X to confirm, O to cancel” button layout. A: I completely missed that – sorry! A hotfix has just been pushed, so you can now choose your button preference in the Settings menu! In the future, new players will also be guided to pick their button layout the first time they launch the game.
Q: It’s hard to see the notes clearly. A: While this isn’t a fundamental fix yet, in the new version you can press Options (see top right corner) on the pause screen to enable an experimental note display upgrade! For new players, this option will be turned on by default.
Q: The cue for simultaneous notes (doubles) isn’t obvious enough. A: I’ve received feedback suggesting that double notes should have a bolder or special treatment – fantastic suggestion, thank you! I’ll have this implemented before the June 7 update.
Q: We need separate volume sliders for SFX and hitsounds. A: Separate volume settings have already been added in this update!
I’ve also received the following feedback, but these require more thought and will be redesigned or addressed in future versions:
(Optimization) The UI interaction for selecting difficulty is a bit confusing.
(Optimization) Suggestion to enhance the note cues on the ground.
(Optimization) L2/R2 feel like they have input delay (actually due to unreasonable deadzone settings).
(Performance) The framerate isn’t high enough.
(Bug) Rapidly switching between keyboard/mouse and controller can cause button prompt icons to get mixed up.
That’s all for now. Thank you so much for all the feedback! As a solo developer, I may sometimes seem limited in both output quality and speed, but I truly value every player’s feedback and want to communicate with you all more closely.
I’m also considering setting up a place like a Discord community so we can communicate more directly.
If you have any other suggestions, feel free to send them to me directly in-game (Main Menu > Feedback) or leave a comment in the community. I’ll read them all carefully!
Act! Update Log #1
You can now choose your button preference in the Settings menu.
Separate volume controls for SFX and hitsounds are now supported.
Notes now display a bright dot in the center by default to improve readability. You can toggle this feature by pressing Options (top right) on the pause screen.
You can now view the gameplay tutorial at any time from the main menu or the pause screen.
The mascot character will now talk to you on the main menu! More dialogue and scenes will be added gradually – stay tuned!
Source
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