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Steam News2 February 201511y ago

Developer diary (part 9) - I can see the light!!! And yes, you’re right, it’s a bit too difficult, I’m working on it!

Yes, everybody! That’s it! I'm starting to see the light! A few weeks (no more than 99+! Joking :P ) and the full release will be published! Down here in the cave, life is tough, believe me!

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Full Albedo: Eyes from Outer Space update

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  • Performance
addedYes, everybody! That’s it! I'm starting to see the light! A few weeks (no more than 99+! Joking :P ) and the full release will be published! Down here in the cave, life is tough, believe me! I’m working hard (at the moment I’m creating the LAST level -freakin’ amazing honestly!) but in the last weeks, as some of you know, I also re-worked the GUI and learning curve. The history of Albedo difficulty level: Easy to tell. I wanted to do an old-school game. A difficult game. Does anyone remember those games where you have to spend lots of time and make many attempts, trying to solve a puzzle or a level? I do. I loved these kinds of games. A real challenge for my brain. Honestly, I don’t like the drift of games to a super-easy level so much; where the player gets to win at any cost. I grew with video games that would punch me with their difficulty; and yes, I liked it. Anyway: For this, me, Luke and Ivan decided to release on Early Access. To get thoughts on this thing. To understand which level of difficulty, you (my beloved players) prefer. How the game needs to be. A game developer is nothing without players. I admit: I wanted to develop a difficult game. But I didn’t think about how you nowadays players have a lot of things to do, games to play, billions of new ones every day (A rhyme! I have to write a song about it!). And I have to offer you the best game experience in the time you’ll spend playing my game. My aim is not to waste your time. My aim is to provide entertainment, and to create a wonderful new 60's Sci-Fi experience around you! So, 3+1 words: surrender to reality, Z4G0. OK. YESTERDAY: The game was too difficult. TODAY: Now it is less difficult, I hope. I listened to a lot of you players, I read a lot of reviews. As you know we worked a lot with the community, on the Community Hub Especially James, thank you mate! Now you have to choose the difficulty level before starting the game: Obviously, you’ll able to change it during the same game. If you play in HARD MODE, then you won’t find tips and suggestions and hint systems and help buttons and mummy cleaning your brain leaks :D If is too difficult, you should try easier levels. Specifically, mini-games are/were honestly difficult. Ten thousand years ago, when I started developing Albedo; I decided to create special new mechanics. In my humble opinion quite original ones. NOW, you can decide (in EASY mode) to skip them. If you really are in crisis (or you don’t want to spend your time on it), you’ll be able to skip it. AS IVAN DOES (monkey player). Also, I’m adding hints directly from John T. Longy. “Maybe I’ve got to do this” “Perhaps I’ll do that” and so on. As ALBEDO is an Adventure-Escape the Room-FPS crossover, it’s not easy to fit all players’ expectations and skills in one way. So the game lets you tune two difficulty levels (under OPTIONS/GAME): Adventure and Action. What a pain, the first 3-4 negative reviews :( I was waiting for them, as it is impossible to have none, especially when player’s number grow. But my heart sunk, I cried a lot of tears from my lonely eye! No…that’s not true...I have 2 eyes. Now I try to

Albedo: Eyes from Outer Space changes

addedYes, everybody! That’s it! I'm starting to see the light! A few weeks (no more than 99+! Joking :P ) and the full release will be published! Down here in the cave, life is tough, believe me! I’m working hard (at the moment I’m creating the LAST level -freakin’ amazing honestly!) but in the last weeks, as some of you know, I also re-worked the GUI and learning curve. The history of Albedo difficulty level: Easy to tell. I wanted to do an old-school game. A difficult game. Does anyone remember those games where you have to spend lots of time and make many attempts, trying to solve a puzzle or a level? I do. I loved these kinds of games. A real challenge for my brain. Honestly, I don’t like the drift of games to a super-easy level so much; where the player gets to win at any cost. I grew with video games that would punch me with their difficulty; and yes, I liked it. Anyway: For this, me, Luke and Ivan decided to release on Early Access. To get thoughts on this thing. To understand which level of difficulty, you (my beloved players) prefer. How the game needs to be. A game developer is nothing without players. I admit: I wanted to develop a difficult game. But I didn’t think about how you nowadays players have a lot of things to do, games to play, billions of new ones every day (A rhyme! I have to write a song about it!). And I have to offer you the best game experience in the time you’ll spend playing my game. My aim is not to waste your time. My aim is to provide entertainment, and to create a wonderful new 60's Sci-Fi experience around you! So, 3+1 words: surrender to reality, Z4G0. OK. YESTERDAY: The game was too difficult. TODAY: Now it is less difficult, I hope. I listened to a lot of you players, I read a lot of reviews. As you know we worked a lot with the community, on the Community Hub Especially James, thank you mate! Now you have to choose the difficulty level before starting the game: Obviously, you’ll able to change it during the same game. If you play in HARD MODE, then you won’t find tips and suggestions and hint systems and help buttons and mummy cleaning your brain leaks :D If is too difficult, you should try easier levels. Specifically, mini-games are/were honestly difficult. Ten thousand years ago, when I started developing Albedo; I decided to create special new mechanics. In my humble opinion quite original ones. NOW, you can decide (in EASY mode) to skip them. If you really are in crisis (or you don’t want to spend your time on it), you’ll be able to skip it. AS IVAN DOES (monkey player). Also, I’m adding hints directly from John T. Longy. “Maybe I’ve got to do this” “Perhaps I’ll do that” and so on. As ALBEDO is an Adventure-Escape the Room-FPS crossover, it’s not easy to fit all players’ expectations and skills in one way. So the game lets you tune two difficulty levels (under OPTIONS/GAME): Adventure and Action. What a pain, the first 3-4 negative reviews :( I was waiting for them, as it is impossible to have none, especially when player’s number grow. But my heart sunk, I cried a lot of tears from my lonely eye! No…that’s not true...I have 2 eyes. Now I try to

Yes, everybody! That’s it! I'm starting to see the light! A few weeks (no more than 99+! Joking :P ) and the full release will be published! Down here in the cave, life is tough, believe me! I’m working hard (at the moment I’m creating the LAST level -freakin’ amazing honestly!) but in the last weeks, as some of you know, I also re-worked the GUI and learning curve.

The history of Albedo difficulty level

Easy to tell. I wanted to do an old-school game. A difficult game. Does anyone remember those games where you have to spend lots of time and make many attempts, trying to solve a puzzle or a level? I do. I loved these kinds of games. A real challenge for my brain. Honestly, I don’t like the drift of games to a super-easy level so much; where the player gets to win at any cost. I grew with video games that would punch me with their difficulty; and yes, I liked it.

Anyway

For this, me, Luke and Ivan decided to release on Early Access. To get thoughts on this thing. To understand which level of difficulty, you (my beloved players) prefer. How the game needs to be. A game developer is nothing without players.

I admit

I wanted to develop a difficult game. But I didn’t think about how you nowadays players have a lot of things to do, games to play, billions of new ones every day (A rhyme! I have to write a song about it!). And I have to offer you the best game experience in the time you’ll spend playing my game. My aim is not to waste your time. My aim is to provide entertainment, and to create a wonderful new 60's Sci-Fi experience around you!

So, 3+1 words

surrender to reality, Z4G0. OK.

YESTERDAY

The game was too difficult.

TODAY

Now it is less difficult, I hope. I listened to a lot of you players, I read a lot of reviews. As you know we worked a lot with the community, on the Community Hub Especially James, thank you mate! Now you have to choose the difficulty level before starting the game: Obviously, you’ll able to change it during the same game. If you play in HARD MODE, then you won’t find tips and suggestions and hint systems and help buttons and mummy cleaning your brain leaks :D If is too difficult, you should try easier levels. Specifically, mini-games are/were honestly difficult. Ten thousand years ago, when I started developing Albedo; I decided to create special new mechanics. In my humble opinion quite original ones. NOW, you can decide (in EASY mode) to skip them. If you really are in crisis (or you don’t want to spend your time on it), you’ll be able to skip it. AS IVAN DOES (monkey player). Also, I’m adding hints directly from John T. Longy. “Maybe I’ve got to do this” “Perhaps I’ll do that” and so on. As ALBEDO is an Adventure-Escape the Room-FPS crossover, it’s not easy to fit all players’ expectations and skills in one way. So the game lets you tune two difficulty levels (under OPTIONS/GAME): Adventure and Action. What a pain, the first 3-4 negative reviews :( I was waiting for them, as it is impossible to have none, especially when player’s number grow. But my heart sunk, I cried a lot of tears from my lonely eye! No…that’s not true...I have 2 eyes. Now I try to

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Steam News / 2 February 2015

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