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Steam News26 November 20241y ago

The Instant Confirmation Update

Some players love animations, while others would like a more snappy experience, and being able to advance and proceed as quickly as possible.

Full notes

Full Pure Logic update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix1 addition2 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
addedIn addition to a few graphical tweaks here and there, the puzzle verification animation (i.e. the stamping of gates being correct or wrong) can now be skipped by a simple mouse click while the animation is doing its thing.
changedIf the left or right mouse button is clicked (anywhere on the screen) after a puzzle verification process is initiated, the remaining gates will be stamped correct or wrong at a very high, constant speed.
fixedWhen the mouse pointer is hovered above a signal which is already set to white or black by the player (i.e. not applicable for signals with an initial predefined state/colour), white signals are shown a little darker, and black signals are shown a little lighter, to indicate that this particular signal can be changed. The degree of this darkening/lightening is now reduced a bit, to create a somewhat stronger visual effect when an unset signal (which implicitly is already being mouse hovered) is set to active white or black. This is however a delicate balance. I tried to maintain enough darkening/lightening to still clearly distinguish between changeable and fixed/predefined signals (in addition to providing a visual effect when the mouse pointer is moved across the signal/gate array). But of course, these effects may appear different based on monitor differences/adjustments and player preferences.
changedPS: If you think you may enjoy playing around with some light sources and mirrors for a few minutes, there's a free demo available for my second, upcoming game; Mirrors of Epiphany. The demo includes the first 10 puzzles.

Pure Logic changes

addedIn addition to a few graphical tweaks here and there, the puzzle verification animation (i.e. the stamping of gates being correct or wrong) can now be skipped by a simple mouse click while the animation is doing its thing.
changedIf the left or right mouse button is clicked (anywhere on the screen) after a puzzle verification process is initiated, the remaining gates will be stamped correct or wrong at a very high, constant speed.
fixedWhen the mouse pointer is hovered above a signal which is already set to white or black by the player (i.e. not applicable for signals with an initial predefined state/colour), white signals are shown a little darker, and black signals are shown a little lighter, to indicate that this particular signal can be changed. The degree of this darkening/lightening is now reduced a bit, to create a somewhat stronger visual effect when an unset signal (which implicitly is already being mouse hovered) is set to active white or black. This is however a delicate balance. I tried to maintain enough darkening/lightening to still clearly distinguish between changeable and fixed/predefined signals (in addition to providing a visual effect when the mouse pointer is moved across the signal/gate array). But of course, these effects may appear different based on monitor differences/adjustments and player preferences.
changedPS: If you think you may enjoy playing around with some light sources and mirrors for a few minutes, there's a free demo available for my second, upcoming game; Mirrors of Epiphany. The demo includes the first 10 puzzles.

Some players love animations, while others would like a more snappy experience, and being able to advance and proceed as quickly as possible.

In addition to a few graphical tweaks here and there, the puzzle verification animation (i.e. the stamping of gates being correct or wrong) can now be skipped by a simple mouse click while the animation is doing its thing.

In detail, the following changes have been made in this update:

  • If the left or right mouse button is clicked (anywhere on the screen) after a puzzle verification process is initiated, the remaining gates will be stamped correct or wrong at a very high, constant speed.

  • The training-grounds-advance-next-gate-mechanism is redesigned (simplified into two gradient shadows).

  • When the mouse pointer is hovered above a signal which is already set to white or black by the player (i.e. not applicable for signals with an initial predefined state/colour), white signals are shown a little darker, and black signals are shown a little lighter, to indicate that this particular signal can be changed. The degree of this darkening/lightening is now reduced a bit, to create a somewhat stronger visual effect when an unset signal (which implicitly is already being mouse hovered) is set to active white or black. This is however a delicate balance. I tried to maintain enough darkening/lightening to still clearly distinguish between changeable and fixed/predefined signals (in addition to providing a visual effect when the mouse pointer is moved across the signal/gate array). But of course, these effects may appear different based on monitor differences/adjustments and player preferences.

Any kind of feedback to the stuff mention above, either as comments to this post, or included in reviews, are highly appreciated. As a solo developer, without a large team to ask for feedback on design decisions, it is super-valuable to get some kind of confirmation if things are moving in the right direction :)

Enjoy the update, and enjoy the Steam Autumn Sale!

PS: If you think you may enjoy playing around with some light sources and mirrors for a few minutes, there's a free demo available for my second, upcoming game; Mirrors of Epiphany. The demo includes the first 10 puzzles.

Source

Steam News / 26 November 2024

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