Full notes
Full HexiHashi update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
A new version is up with the following changes:
"Resume" button is disabled after having performing a data wipe, because "you wouldn't want to end up in the middle of invalid memory!"
Squashed the bug with the time attack (and other modes) not triggering best stage achievements. Turns out I had used > when I meant < ! Gets me every time.
Steam overlay interaction should work now. Expected functionality is for activating the overlay to pause the game when unpaused, and to do nothing if the game is paused or on the title screen. The steam overlay wasn't working for me at the time, so I haven't had a chance to test it. (If someone would shoot me a line that it's working I would appreciate it ^_^)
Added fourth instructions screen with some additional info
BGM is (very) attenuated during level-up and game-over sound effects.
In addition to the above bug fixes, I've done some major tweaking to the achievements, based on feedback from some wonderful people. I used MATH and GAMEPLAY ESTIMATES to try to bring all the achievements in line so that the game can be (hypothetically) finished in 20 hours of playtime. Mileage will vary widely of course, but some of those achievements were 100+ hours to get, so this was good feedback I think...
Here's an overview of the changes:
Substantially reduced the number of puzzles you need to play to get all of the "play something a certain number of times" achievements.
Modified Levelling formula. It now takes subSTANtially less XP to gain a level, especially at higher levels. Again, this has been brought roughly in line with the 20 hours of playtime estimates.
For players who already have some levels, the game will automatically recalculate your level based on your accumulated XP when you launch the game.
One of the planned updates is daily challenges, which will award higher XP amounts, so that will also probably offset the time it takes to hit level 100.
So yeah! I think that's everything that needs to be taken care of pre-launch. I have a very healthy list of suggested features which I'll be gradually patching in over the coming weeks. (I might have thrown one in here, but sorting out the achievements pre-launch was higher priority for sure.)
Thanks to everyone who has been enjoying the game so far, and thanks to everyone who has been providing feedback.
NCC Moore
Source
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