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Full Mask Around update
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What changed
- UI and audio
- Gameplay
- Maps
- Store
Mask Around changes
So... I've been working on this game for the last 8 months and I today I'm finally announcing it! In this post I want to talk about what is Mask Around and why I'm making it. But first check out the trailer:
In 2019, I created Mask Up, a mobile roguelike, that I ported to Steam later. With Mask Up, my goal was to make a platformer with only two buttons. I made several moveset to experiment with this fun but limiting control scheme, which ended up being the 4 playable forms. Mask Up was an experimental game from the beginning: fun to develop, but somewhat messy.
the infamous 'Mask Up' and 'Plant Down' characters
Two years later, I naturally wanted to created something more polished, so I started working on Plant Down, a short Mask Up prequel that consisted of only 3 boss fights. The two button control scheme was kept unchanged, but I simplified the moveset a lot: only one attack and a fixed jump height. I was pretty happy with the result, and thought I was done with the two-button gimmick.
The precise moment where I got the idea for Mask Around
But last summer, during a hot night (I sleep under the roof of an old parisian building, it gets very hot during the summer without AC), I found myself thinking about it again, about this whole two buttons adventure from 5 years ago. But what was there to do now? Then, an idea struck: I could use the phone gyroscope, on top of the two buttons, to add a fun twist without changing the core concept.
A twisted Idea
The sexy prototype of Mask Around
So, the day after that night (because it's still important to sleep), I began furiously prototyping. And soon enough, I was playing this idea, and it felt really nice. Over the course of the following months of work I realized several things:
I couldn't only use gyroscope for aiming since many low-end phone actually don't have one
I needed to have a PC version in mind from the start if I wanted it to be successful
So I took the time to develop extra input support, that don't use the original two buttons input that started it all. The game feels really great now with a controller or with keyboard + mouse, even though I was reticent for a long time and wanted to keep it an android exclusive. So I guess the lesson is sometimes it's good to change your mind? Thanks to these efforts, I can now do marketing properly because I know the game runs well on PC, and this is why you're reading this right now (how does it feels to get marketed towards? I bet it feels nice.)
The Highly Strategical Roadmap
Some wacky items from the game that will surely make you buy it.
Content wise, I'm aiming for the following at launch:
3 major biomes with a unique mechanic and set of enemies each
3 minor secret biomes
One final boss
Something like 16 items, 8 weapons, 16 masks, 16 cosmetics backpacks.
Right now, I'd say I made 50% of my goal. I plan on launching early and add content post-launch through free updates. But it will depend on my situation at that time and on the game's reception. So if that something you'd want, please support the game as much as you can: wishlist it on Steam, share it with friends, send me anonymous letters with enormous amount of cash!
Thanks a lot for reading! I intend on making more of these devlogs on various topics, so let me know if there are particular topics you want me to cover. See you around!
Rouli
PS: Oh, and by the way, I'm running a big discount on Mask Up right now if you want to try it! https://store.steampowered.com/app/1537430/Mask_Up/
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