Repeated intro
Hey everyone. Hope you all are enjoying the current build of the game. I want to let everyone here in on what I'm currently working on. Yes, an update to the game is coming. It may not be what you expected, but I hope you'll enjoy it.
What changed
0 fixes2 additions2 changes0 removals
- Maps
- Compatibility
- Gameplay
- Store
added-NEW MODE-So if you don't follow me over on Twitter, then I'd like to introduce to you a new game mode - Adventure Mode. Obviously, not everything is set in stone yet. The number of stages and lives set are not exact yet. Like any other mode in the game, you can play locally with three other friends. Each stage automatically scrolls to the right. Enemies appear from both sides of the screen to keep you on your toes. The challenge lies in staying alive through the various bullet-hell scenarios that await. I've only just begun working on this mode, so I can't promise any sort of release date in fear of not being able to meet it. I hope to get it finished and out by Summer 2017.
changed-PORTS TO OTHER PLATFORMS-I want to port the game to as many platforms as possible. Steam is a great platform to begin with, but with so many changes on the horizon, I think the best thing to do is to try and branch out. I don't have any solid plans yet, but here are my options: Nintendo Switch - I feel as though this is the best console to port the game to, and for many reasons. The easy access to local multiplayer is the biggest draw to me, and the portability of the console just sells it even more to me. I think this is the best platform I could possibly port the game to, and definitely the one I'm looking into the most. It all depends on whether GM:Studio games are supported, and from what I've been hearing, they are. PS4 & XB1 - These are more realistically possible, but I don't have the corresponding export modules for GM:Studio yet, and can't afford to spend $300+ on them individually yet. iOS & Android - These I actually have the export modules for, but haven't done anything with them yet. I think touch controls would be almost impossible to make work in a game that uses separate buttons for attacking, jumping, jet boosting, and in some situations requiring the player to hold a direction as well during any of those. It seems like it would be more frustrating to play than enjoyable, which is why I'm leaning towards not doing them at all. If I do end up doing them, Bluetooth controllers will DEFINITELY be supported. Ubuntu & SteamOS - I don't actually know much about either of these, but I understand that some people are interested in it, and will look into it as soon as I get one of my computers running Ubuntu. Alright, one more thing I want to cover.
added-MORE STEAM STUFF-I hear the criticism. I know I don't always respond, but I hear it. So... Online multiplayer. I haven't done anything with it yet. My knowledge of online-based games is very small, as I haven't really played very many. I want to explore it more soon, but finishing Adventure Mode is my top priority right now. I know this game would be a lot more fun if you could actually play with/against your online friends, and believe me, I do too. Trading Cards and Badges are going to happen at some point. I am not really an avid Steam user, so I'm only just now learning about what they are and what purpose they serve on Steam. Will add them as soon as I finish the art for them.
changed-CONCLUSION-Sorry if it seems like I've been maintaining my game poorly. I am a college student with a full-time job, so I really don't have time to check the community page regularly or investigate glitches. I want to say thank you to everyone who purchased the game early on. This game has been both a blind experiment and a passion project, and I'm very proud of how it turned out. I am very excited with how Adventure Mode is coming, and I hope you'll enjoy it just as much as I did making it. Until next time, see ya. -Andy
Space Cat changes
addedSo if you don't follow me over on Twitter, then I'd like to introduce to you a new game mode - Adventure Mode. Obviously, not everything is set in stone yet. The number of stages and lives set are not exact yet. Like any other mode in the game, you can play locally with three other friends. Each stage automatically scrolls to the right. Enemies appear from both sides of the screen to keep you on your toes. The challenge lies in staying alive through the various bullet-hell scenarios that await. I've only just begun working on this mode, so I can't promise any sort of release date in fear of not being able to meet it. I hope to get it finished and out by Summer 2017.
changedI want to port the game to as many platforms as possible. Steam is a great platform to begin with, but with so many changes on the horizon, I think the best thing to do is to try and branch out. I don't have any solid plans yet, but here are my options: Nintendo Switch - I feel as though this is the best console to port the game to, and for many reasons. The easy access to local multiplayer is the biggest draw to me, and the portability of the console just sells it even more to me. I think this is the best platform I could possibly port the game to, and definitely the one I'm looking into the most. It all depends on whether GM:Studio games are supported, and from what I've been hearing, they are. PS4 & XB1 - These are more realistically possible, but I don't have the corresponding export modules for GM:Studio yet, and can't afford to spend $300+ on them individually yet. iOS & Android - These I actually have the export modules for, but haven't done anything with them yet. I think touch controls would be almost impossible to make work in a game that uses separate buttons for attacking, jumping, jet boosting, and in some situations requiring the player to hold a direction as well during any of those. It seems like it would be more frustrating to play than enjoyable, which is why I'm leaning towards not doing them at all. If I do end up doing them, Bluetooth controllers will DEFINITELY be supported. Ubuntu & SteamOS - I don't actually know much about either of these, but I understand that some people are interested in it, and will look into it as soon as I get one of my computers running Ubuntu. Alright, one more thing I want to cover.
addedI hear the criticism. I know I don't always respond, but I hear it. So... Online multiplayer. I haven't done anything with it yet. My knowledge of online-based games is very small, as I haven't really played very many. I want to explore it more soon, but finishing Adventure Mode is my top priority right now. I know this game would be a lot more fun if you could actually play with/against your online friends, and believe me, I do too. Trading Cards and Badges are going to happen at some point. I am not really an avid Steam user, so I'm only just now learning about what they are and what purpose they serve on Steam. Will add them as soon as I finish the art for them.
changedSorry if it seems like I've been maintaining my game poorly. I am a college student with a full-time job, so I really don't have time to check the community page regularly or investigate glitches. I want to say thank you to everyone who purchased the game early on. This game has been both a blind experiment and a passion project, and I'm very proud of how it turned out. I am very excited with how Adventure Mode is coming, and I hope you'll enjoy it just as much as I did making it. Until next time, see ya. -Andy
-NEW MODE-
So if you don't follow me over on Twitter, then I'd like to introduce to you a new game mode - Adventure Mode. Obviously, not everything is set in stone yet. The number of stages and lives set are not exact yet. Like any other mode in the game, you can play locally with three other friends. Each stage automatically scrolls to the right. Enemies appear from both sides of the screen to keep you on your toes. The challenge lies in staying alive through the various bullet-hell scenarios that await. I've only just begun working on this mode, so I can't promise any sort of release date in fear of not being able to meet it. I hope to get it finished and out by Summer 2017.
-STEAM DIRECT-
With Greenlight being replaced with Steam Direct very soon, I am uncertain of the future of this game and of any future games I may want to publish here. If the project fee gets raised anywhere above the $1000 mark, my future projects will have a harder time coming to Steam. And, in a worst-case scenario, if there ends up being a hosting fee for games such as mine, Space Cat will likely have to leave Steam. As much as I don't believe Valve will actually crack down on us indie devs that hard, it's entirely possible. This actually brings me to my next topic...
I want to port the game to as many platforms as possible. Steam is a great platform to begin with, but with so many changes on the horizon, I think the best thing to do is to try and branch out. I don't have any solid plans yet, but here are my options: Nintendo Switch - I feel as though this is the best console to port the game to, and for many reasons. The easy access to local multiplayer is the biggest draw to me, and the portability of the console just sells it even more to me. I think this is the best platform I could possibly port the game to, and definitely the one I'm looking into the most. It all depends on whether GM:Studio games are supported, and from what I've been hearing, they are. PS4 & XB1 - These are more realistically possible, but I don't have the corresponding export modules for GM:Studio yet, and can't afford to spend $300+ on them individually yet. iOS & Android - These I actually have the export modules for, but haven't done anything with them yet. I think touch controls would be almost impossible to make work in a game that uses separate buttons for attacking, jumping, jet boosting, and in some situations requiring the player to hold a direction as well during any of those. It seems like it would be more frustrating to play than enjoyable, which is why I'm leaning towards not doing them at all. If I do end up doing them, Bluetooth controllers will DEFINITELY be supported. Ubuntu & SteamOS - I don't actually know much about either of these, but I understand that some people are interested in it, and will look into it as soon as I get one of my computers running Ubuntu. Alright, one more thing I want to cover.
-MORE STEAM STUFF-
I hear the criticism. I know I don't always respond, but I hear it. So... Online multiplayer. I haven't done anything with it yet. My knowledge of online-based games is very small, as I haven't really played very many. I want to explore it more soon, but finishing Adventure Mode is my top priority right now. I know this game would be a lot more fun if you could actually play with/against your online friends, and believe me, I do too. Trading Cards and Badges are going to happen at some point. I am not really an avid Steam user, so I'm only just now learning about what they are and what purpose they serve on Steam. Will add them as soon as I finish the art for them.
-CONCLUSION-
Sorry if it seems like I've been maintaining my game poorly. I am a college student with a full-time job, so I really don't have time to check the community page regularly or investigate glitches. I want to say thank you to everyone who purchased the game early on. This game has been both a blind experiment and a passion project, and I'm very proud of how it turned out. I am very excited with how Adventure Mode is coming, and I hope you'll enjoy it just as much as I did making it. Until next time, see ya. -Andy