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Full Scurry update
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Repeated intro
Greetings,
What changed
- Gameplay
- Balance
Scurry changes
I hope everyone's year is off to a good start. It's going fast, it seems. As I continue to make progress on the full release of Scurry, I thought it was time to add some of the core features that have (ahem) evolved out of that progress.
You can find a more concise outline by scrolling down.
Here are the details:
A New Tutorial
The demo now includes a tutorial that should give both new and old players a push in the right direction. It features your favorite dark and mysterious squirrel, so even if you're well familiar with the game's mechanics, it's worth having a visit.
Auto-evolve
While auto-evolve has been part of the demo since the beginning, it needed updating to reflect how configuration will work in the full release.
Once you have your crew assembled, you will be able to select which breeds should be included in the evolution pool. This will undoubtedly prove essential for those making use of the feature as to limit which breeds appear and evolve in a run.
Your scurry will be included by default, as the advantages of those traits are too valuable, especially for new players. However, I may provide the option to omit these squirrels and their evolutions if I hear feedback that requests it in the future.
Advanced enemy behavior when evading
It always struck me as somewhat amusing, and a bit of a puzzle to solve, that players could simply avoid enemies for the duration of the "Survive" objective.
This is a big overhaul, and complex in its approach. I didn't want to punish anyone outright, and I have always tried to err on the side of "All fun is allowed," even if it's not my kind of fun. So it took a lot of tinkering, and I want to be somewhat intentionally vague so as not to spoil any new fun that might arise from it.
Basically what will happen, should the player choose not to evolve or engage, is that the following message will appear on Day 3: "The town is learning..."
This will mark the beginning of new enemy behavior, including more advanced maneuvering, dispersion tactics, and leading the player with projectiles. The last one is a killer, and I immediately knew it had no place in other circumstances.
So worry not, if no one from the town is surviving the onslaught, they shall not have the chance to learn. But perhaps some of you will find it a rather sadistic challenge, and by all means. I'm open to further refinement based on feedback.
Demo v1.2.0 Summary Notes
New tutorial
Auto-evolve configuration
Advanced enemy behavior when evading
Minor bug fixes
Minor formatting adjustments
Thank you to everyone who has played the demo. The full release is coming soon, although I've hesitated to put an exact date on it. More than likely it will just pop up one of these days. I joke, somewhat. Still much to finish and to polish, and I'll have more info for you relatively soon.
Please feel free to leave feedback in the appropriate channels on the community hub, or on discord, regarding this build or the game in general. I appreciate all of you!
Best,
Identical Forest
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