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Hi everyone! Development has slowed down on Polymino, as I recently got a new job. This does unfortunately mean that updates will slow down for the rest of the game's development. However, Polymino has come a long way, and I'm determined see it through! I'm very excited about version 0.8, as it features some very important fixes and new content I've been dying to release!
Surprise! I decided to revisit the Genesis version of Polymino today and fix a bug which eluded me for ages! I also updated the menus for good measure, replacing the OPTIONS menu with an ABOUT screen that has information about the PC version. The only thing that was actually in the OPTIONS menu, the toggle to enable/disable music, was moved to the main menu. Feel free to download the ROM at https://polymino.net/downloads, and share it around all you want, with attribution of course!
In the days leading up to Puzzle Wednesday's tournament (see this community post for more info), I've had multiple opportunities to test online multiplayer with several people. To those who I have had the opportunity to play with, thank you! Version 0.8D is based on your feedback and the issues we've stumbled upon together. There are still outstanding issues which will be addressed in v0.8E, along with anything we find in tomorrow's tournament.
ATTENTION GAMERS! This Wednesday, January 15th, the Twitch channel and Discord community Puzzle Wednesday will be hosting the first-ever Polymino tournament using the new online multiplayer functionality! You can find more details about the event on the Challonge page. Puzzle Wednesday's tournaments are very beginner-friendly, as is their community as a whole, so I highly recommend you sign up at their Discord server! You can also watch the tournament live on their Twitch channel! I hope to see you there!
Hello everybody! Version 0.8C is finally here, featuring important improvements to online multiplayer, as well as a whole bunch of bugfixes and quality of life improvements which will benefit all players!
This version features some additions to Gauntlet mode, some audiovisual changes such as more animations and sound effects, and lots of bugfixes. However, I am most excited to announce that online multiplayer is now live on the beta branch of the game!
Hello everybody! I'm very excited to announce that version 0.8 is finally ready, featuring a lot of new content and improvements!
Hello everyone! In version 0.7, Junk Attack is finally being properly introduced to the public! You no longer have to switch to the beta branch to play it, and there is plenty of in-game information to guide you through how the mode works! In celebration of this milestone, Polymino is on sale for 75% off, so make sure you encourage your friends to check it out so you can test your mettle against each other in Junk Attack ;-) In other news, there will be another chance to get your name in Polymino's credits in the coming days -- another Junk Attack playtesting session in the Discord Server! In a couple days, I will make an announcement there with more information, and there will be a poll to determine what date will work for the most people. I hope to see you there! Now for the specifics of what v0.7 is bringing to Polymino:
While Junk Attack has been publicly accessible on Polymino's beta branch for some time now, a big problem is the lack of in-game information on how the mode works. Since version 0.6E I've been working towards making Junk Attack user-friendly, and in this post I'll showcase the menus for selecting loadouts in the upcoming update.
This update features a total overhaul of the soundtrack, which now features 10 songs! Additionally, instead of a single song playing for the entire duration of a run, each song has a finite length and the game will play them on shuffle during gameplay. The game's pause menu now also allows you to adjust the music and SFX volume, and skip the currently-playing song. If you want to preview the songs and customize your playlist, don't forget to check out the song list menu in the audio options. Headphones are highly recommended ;-) Other changes:
Version 0.6C features many changes to Junk Attack and lays the ground work for even more. If you're curious about what's coming up, check out the roadmap at the bottom of this post.
The tutorial has been rewritten, containing more information to better explain the premise of the game and some basic gameplay tips. It also contains multiple demo animations to help first-time players understand the context of the information in the tutorial. Feedback on how useful the tutorial is would be greatly appreciated!
Note for Windows users: If you experience laggy animations in the local multiplayer menu (the menu where you rebind your controls), please update your graphics drivers.
Polymino's versus mode, Junk Attack, is still being developed and isn't quite ready for the public yet. In the meantime, I've also made some unrelated improvements and fixes since v0.4B, which are included in this update. Before I go over the changes, don't forget that you can help improve Junk Attack and get your name in Polymino's credits by joining the Discord server and participating in the playtesting sessions I host there!
Hello everyone! Since the last update, I've been working on a new game mode for Polymino called Junk Attack. It's a versus mode for 2-4 players where you earn powerups which can either help you, or hinder your opponents.
It's going to take a lot of playtesting to get the balance of this mode right. So, if you want to play the latest versions of Junk Attack before they're publicly available and get your name in the credits, join Polymino's Discord server, where we'll be organizing head-to-head playtesting with Steam Remote Play!
In the meantime, here's a sneak peak at what's to come:
The first thing that sticks out is probably the weird-looking junk pieces on the board. Some powerups in Junk Attack apply an effect to a junk piece on either your board (for positive effects) or other players' boards (for negative effects), such as junk which can only be destroyed by bombs, or junk which is immune to bombs.
The next major change you can see in the screenshot is the addition of a junk queue to the HUD. In Classic Mode, you can only see the next junk piece which is about to drop; in Junk Attack you get to see the next four! This also creates opportunities for more powerups, which will be discussed later. You probably also noticed that players 1 and 2 have different layouts for their HUD. Each player can choose the layout they prefer in Junk Attack.
The last thing I want to point out is the meter in each player's HUD. Junk Attack will have a wide variety of settings so you can customize it to your liking, and the most important setting is the one which selects how powerups are earned. The option selected in the above screenshot is called the Attack Meter. Actions such as making matches, destroying junk and using the quick-drop button will fill your meter. Once you've filled one of the three segments, you can use the bomb button to trigger a powerup. There are actually two variants of the Attack Meter: in the first, the powerup triggered is always random. In the second, players will be able to equip a specific powerup for each level of their Attack Meter before the game starts.
For games where powerups are random, there's a menu which allows you to select which powerups are enabled, letting you fine-tune the balance of your games. This menu also allows us to see the entire list of powerups which are currently in the game:
Here's a quick rundown of each powerup in the list:
Added a Song List menu in Options > Audio. In this menu, players can preview all songs in the game, and select which songs may be played during gameplay.
Patched a bug where players could perform actions such as dropping bombs after getting a game over.
Polymino is now entering the next phase of its development, Early Access! Right now, the game features 2 game modes, 16 in-game unlockables and 20 Steam achievements to collect, with plans to add much more. I'm excited to hear what the community thinks about the current state of the game, and I'm eager to hear any suggestions you have. When I sent a few Steam keys to some people to test the game before Early Access, not only did it result in a lot of bugs being found and patched, they also had some great ideas that I used to improve the gameplay, and I'm very happy with the result. So, if that's the kind of difference that just a couple peoples' feedback can make, I can't wait to see what Early Access leads to. From this point on, I'll be posting consistent updates here and in the game's Discord server as I develop the game, so stay tuned! I hope you enjoy Polymino!
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