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Full Inconceivable Rat Endeavour update
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What changed
- Gameplay
- Maps
- Store
- UI and audio
Inconceivable Rat Endeavour changes
Hello ratheads
Inconceivable Rat Endeavour Demo version 1.0.0 has just been released. With that in mind, I'd like to tell you a little bit about the direction I'll be taking with the game and what's planned for the full version.
What's coming
The plan for full release involves a few significant changes to the game. Current (very rough) estimation is that the total game scope would end up being around 6-8h+ of gameplay, but it can obviously change and is highly dependent on how fast you solve puzzles
These are the aspects I'm mainly focusing on, starting from the most important:
1. More unconventional levels and weird incorporation of core mechanics.
Demo is a bit too short to fully express it, but the main idea for the game is using the hex grid puzzle mechanics in weird contexts and different game genres. Think about it as if a standard puzzler was modded heavily and expanded outside of the intended genre. You may have seen someone making tower defence mod for Baba is You or maybe you know of weird rules from r/anarchychess. That's the kind of spirit we're going for here.
To be more precise, here are some things that are already done, in the making, or on the roadmap:
huge rpg level (waay bigger map than standard 7-hex wide grid) with combat, items, character stats like STR, VIT, DEX, etc.
heavy text based adventure
rhythm game-based levels where you need to rotate hexes to the beat
survival levels (kinda like night ones with alligators)
farming game where you buy seeds from the shopkeepr, plant and water them, feed cows and milk them to make cheese (?)
2. Way more levels with current and more standard mechanics.
A lot of standard puzzle levels will also be included. A handful of them will use mechanics seen in the demo, but additional ones are planned too:
pistons/rotating arms activated with buttons
magnets that can't be moved when placed on the manholes
chaining of multiple pipes to form a passages
gem-activated doors and chests
probably a few more
3. Meta-level progression.
I'm planning to add some meaning to the cheese you collect in the levels or include some collectibles at the end of optional level branches. I'm considering selectable skins for the rat, cheese and/or items unlocking doors/passages and access to other levels.
4. UI revamp.
Current UI is usable, but I'm planning some revamp to make it prettier.
Source
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