Full notes
Full Snow • Fall update
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Repeated intro
Hey, hello, and hi! It's been quite a long month, but I'm happy to say...it is I, flower baasket! It is time for the show to continue!
What changed
- UI and audio
- Gameplay
- Balance
Snow • Fall changes
Thank you all very much for the comments and kind words that you've left in the last Steam post. I've been taking my time to myself, and now I've never been more excited to get back to work. Here's to the first devlog in what will probably be many more to come for Snow • Fall 0.4. Or, Polyrhythm.
I've said this so much that you're probably tired of reading it, but man, I really do love you all! Thank you very much for engaging in the game, it fills my heart with such inspiration!
Let's go even further, to the top! First, overwhelmingly positive reviews! Then, a wiki! And finally, World domination!
...Aha, but seriously, I've been getting ideas and thinking about what I want to do with this update. Besides the UI changes, I want to take this time to polish all the other dusty parts of the game. What that entails, I will talk about later.
Ah, and for those of you interested in the new character...she probably won't appear in a devlog for a while. To put it bluntly, she isn't a priority at the moment. Maybe in three months or so, she'll be mentioned.
Though, for now, I've talked enough, and this devlog is super long! I'm going to be yapping, so please buckle in.
Unfortunately, Anthoney did not want to come out of his room for the family photo. What a loser!
New Cube Design
Last time, when I was doing a proper devlog for the game, I had percentages telling you how far away I was from completion. Well, until further notice, assume that this update is never coming out. There's so much to do that I can't even begin to imagine when this might all be done.
But for now, new stuff >:)
Starting off the UI changes is a redesign to the Cube template.
I think 0.3 confirmed pretty clearly that these old designs were NOT working. Even excluding the other problems, there simply was no longer enough space.
As the game goes on, and as Cube effects get more complex and interesting, that tiny lil' rectangle won't cut it.
And so...I am proud to showcase these two new Cubes, as well as the brand new Cube template!
Those in the Discord actually got to see a third new Cube, so you should totally join!
Look at that! Wow, so sleek, so much easier to understand! And look, the Water Cost is at the top instead of the bottom! I know a lot of people have been asking for that.
It's a little bittersweet. Not about the Cubes themselves, these are undeniably excellent. But the Droplets...it's better for accessibility, though I'd be lying if I say I won't miss the old Crystalline Droplet texture. I liked it so much I put it in the logo!
I still haven't gotten to replacing the old Cube model, which is why I haven't attached a screenshot of them in game yet. Probably won't take long though, I'm sure it'll be in the next devlog.
Still, what an amazing upgrade. Both for the players, and for me, I'm sure everyone can agree that the old Cube layout will not be missed. Now with all this space, I can add 700 gimmick Cubes with 0 practical use cases!
New Balance Changes
Along with the UI, I would like to make some much needed changes to the balance of the game. As literally everyone who has ever played it knows, Snow • Fall is not a very balanced game.
I don't think it'll be that different, though. At its core, I feel like a part of the game's identity is being unbalanced. Runs get pretty crazy, which is something I don't want to change.
Still, there are things that are too crazy, on both the enemies' and the players' side. Just off the top of my head, I'm thinking of...
SPEED Tilt (the entire status effect) Disk 4 Placebo Pill Mini Spike Rake Fleeting Huochong Poor Soul Alice-shot Daggers and Both Variants of Li An
...are all very busted. If anything here is on that list, consider it on the chopping block!
As I said earlier, the enemies are also not very safe. For the most part, I don't think any of them are difficult if you know what you're doing, but those Reminiscent Path buffed enemies are something else.
Envy Baby is essentially unusable in all the Reminiscent Paths, due to Prison Phase forcing you to tank hits. Base Li An also has it pretty rough, with her small health pool. Same with Misery Gravedigger, but that more has to do with the fact that he's just ass. Misery actually did have a planned rework at one point, but it was scrapped because it would make him too similar to Li An.
Don't get me wrong, I think the Reminiscent Paths are a pretty fun challenge for those looking for it. Still, the way it invalidates certain playstyles is not something I want to stand for.
I'd also like to rework some enemies, while I'm at it. Not sure how many, but it won't be a lot. Heart Cas(t)ing and the Alzuru Painter ARE on that list. The Alzuru Painter was kinda inevitable anyways, since Speed is getting reworked soon. Did you know she was originally going to be a Burn unit? Haha, a little odd from the faction that hates fire, right?
I think I might publish an update sometime soon addressing these issues and fixing some bugs, because they seem more pressing. Not sure about that though, who knows?
Ah, speaking of updates...
0.3.2 Content Overview
This update was supposed to come out early January, as I said in the last devlog. It didn't though, so I'm saving all the content in it for 0.4 instead.
Since it's all 0.4 content now, this update just got a little bigger, and I have more Products to showcase! Awesome!
First of all, 0.3.2 was supposed to introduce two new Reminiscent Mode final bosses. Both of them are Shi Rated Emotionbounds. Starting Heat Abnormal, it's a build-up Burn unit that goes on offensive once reaching half health. The second was God-ish, a Discard unit that would buff the enemies in Nodes 13-14.
Along with that, it also included voice acting for Zhu Haoyu. I think Haoyu is one of the more popular characters, so it would've been cool, I think.
I'd like to do the same with Li An in 0.4. I just haven't gotten around to contacting the VA again. Hope it won't be too much trouble. It'll also be a good chance to give Abstract Li An unique lines for the Station glass Personnel.
And now, finally, the new Products of 0.3.2. You may be able to tell, but going forward, I'd like to introduce more Stations and factions by giving them Products.
It gives more world building opportunities to those groups that won't be relevant in the main story.
"But what's the point if only Stations with 3 Products get any lore drops?!"
That's a secret for a different devlog, young one. All I will say is that all you...Station Denpa fans get to rejoice.
Do people even care for particular Stations? Ah, who knows?
Two new Products, and two new factions introduced. I feel like I said a lot, but this ended up being a glorified Product • Showcase at the end of the day...Sorry if you were expecting more.
I really wanted to get everything out there, and explain that I have not been slacking. The content drought will be long and treacherous, and yet, you can expect a great update at the end of it. I swear it, I'll do as much as I can. To the top, to the top...
But anyways, I do believe this is enough. Thank you very much for reading. And I shall see you all in a month(?)!
-flower baasket
Source
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