Hello everyone! I'm happy to release Tsetseg's Adventure v2.0.1, for Children's Day (6/1 for China, 6/9 for US)! This is a maintenance update for bugfixing and engine update. There's one known issue found that impacts Linux on some models of laptops. Let's wait for next Godot big version 4.3 to see if can be fixed.
Feature
- Migrate engine to Godot 4.2.1 to reduce reported crashes in Windows platform.
Fixes
- Fix camera switch issue in level 2-1. The camera detection area leave some uncovered spaces, which causes camera fail to switch when Tsetseg falls to deep of level, causing game stuck. Root cause was from Godot 3.5 code, that the CollisionShape2D node follows different rectangle computation logic. - Port a workaround from Nintendo Switch build. There's a bug when porting Tsetseg's Adventure to Godot engine, that the use of ``Input.is_key_just_pressed()`` API cause continuous press-and-release of down key. The issue does not reproduce on PC. However, I still port the code from Switch build to keep consistency.
Known issues
- When playing game on a Linux laptop, the game pad is ignored by game, but can only play with keyboard. This is caused by a Godot 4 bug, #59250, that Godot 4 randomly recognize certain model of touch pads on laptop as the first gamepad. The community provides workaround but it does not cover all my scenarios. Thus I have to apply a strong workaround by disabling gamepad functionality, if the game detects a touch pad is recognized as first gamepad device.
Hello everyone from the world! It's approaching New Years (Christmas, New Year, Luna New Year, , ...). Many friends told me 2023 was a tough year. I, too, have my challenge by delivering Tsetesg's Adventure to my family. No matter you feel good or bad for 2023, it's new year, and let's celebrate! Thus, I set Tsetesg's Adventure to 80% off: 1. Dec 22, 2023 to Jan 5, 2024 to cover western, then 2. Feb 10, 2024 to Feb 24, 2024 to cover Luna New Year in Asia. I hope this game can bring happiness and laugh to everyone who plays it, and ... let's ahead 2024 with all new luck! (Sorry for the time gap between two sales... I should prepare earlier to meet Steam's discount planning date. Will not happen next time!) Love you all! Fuzhou
Hi everyone! With a test of full weekend, it's now time to push Tsetseg's Adventure v2.0.0 to public! Change log is below:
Gamplay
- Player can now pause the game any time, by pressing Esc on keyboard, or "+" button on Nintendo Switch controller, or "Start" button on XBox controller.
- Tsetseg can jump when stuck in a narrow gap. Removing risk of level stuck!
- Add sound effects for Cannon and Bonfires.
- Tune puzzles in Level 2-1, 2-2, 3-1, 3-2 and 4-1. The difficulties are lowered, based on feedbacks.
Underlying changes
- Migrate game engine from Godot 3 to Godot 4. It's for a unified code base on PC and console platforms. Many physical interaction of characters are redesigned to fit the behavior of new engine. I have managed to keep most behavior identical, yet not 100%. See "Known issues" below for details.
Bug fixes
- When firing fireball, cool-down timer starts counting once fireball is spawned. In v1.0.3, timer starts counting when fireball is destroyed.
Known issues
There are several known issues due to the migration of engine.
- Player have to re-configure input settings (keyboard and gamepad). This is due to a breaking change of input setting logic in Godot 4, that the key settings written by previous v1.0.x game (based on Godot 3) causes error when opened by v2.0.0 game. To fix this, the v2.0.0 game uses a new input setting configuration. From player point of view, it looks like input setting is reset. Good news: game progress is not affected.
- Iron blocks can be pushed back a little when dashing against a breakable brick. Causing a shorter moving distance comparing with v1.0.3. Also caused by to the change of physics of Godot 4. Some puzzles are turned due to this change.
- Title screen can unexpectedly navigate back when tapping laptop Touchpad. It affects a few Linux distros (verified: Manjaro, Archlinux) This was caused by a Godot 4 engine bug that incorrectly recognize Touchpad as gamepad. A workaround has been applied but does not take effect on title screen due to the needs of gamepad configuration functionality.
Hi everyone, Tsetseg's Adventure has reached the first release for a week. It is time to think about next step of Tsetseg's Adventure. So far, there are two plans in my mind. The first project is a short term project: to port the game engine I use from Godot 3 to Godot 4. This project is already started since October 23, 2023. I target finishing it by end of 2023. This change should introduce no visible change to players, but it is a required step to allow Tsetseg's Adventure working on more supported platforms, such as game consoles. Also, Godot 4 has shown its powerful new features, this change allow me to try more cool effects as well. The second project may start from some time in 2024. There should be one or two DLCs (or just content-in-game) added. Tsetesg's Adventure is a small game for sure. And it's for a reason. As pointed out by feedbacks from players (Thanks Andrew!), this game is like a puzzle game instead of a pure platformer. This is intended, while I was not 100% sure that it's attractive. With positive feedbacks, it seems I could get my dropped ideas back to game. So, let's expect more contents added to Tsetseg's Adventure. I hope everyone likes it. Regards, Fuzhou
* Fix a bug that causes Final BOSS randomly become invincible after being hit.
Hi everyone! It's been 8 months and we reached here. I'm happy to announce the official version of Tsetseg's Adventure will be released at October 27th, 2023. Comparing with demo, I add huge amount of contents, including 7 completely new levels (none of them are the same with demo version), redrawn animations, and 4 Bosses. In case you didn't get a chance to see the trailer, check the video below for a quick taste. Hope you like it. I'm busy polishing the store page this week. (Maybe you have noticed it. Let's go ahead next week. Happy Halloween (in advance)! [previewyoutube=bXXqzB493fA;full][/previewyoutube]
Hey! I kept silent during July and August beacuse of two big features. The first is to refine all stages, filling more challenges to make it more "dense". If you played the demo version, you may notice a level takes around 40 seconds to 1 minutes. With the redesign in July, every stages may take 1.5-2 minutes to finish. Also, every level includes 2 "big gold" challenges. They are carefully designed challenges, target getting a big gold (= 100 golds) by solving a puzzle. I would like to keep it a secret just a little bit longer. We can see them when it's released. The change I made in August is to add music. I managed to create all BGM and SFX, in chiptune style. Thanks to this game, that it gives me a chance to recall all what I learned in the past 20 years. With chiptune-style music and more animations, the game is more and more approaching an old-school 8-bit game. Though I hope I can add more content, I still remember my promise to release this game this year. It's a ghost house adventure, thus let's target Halloween. Steam: https://store.steampowered.com/app/23... [previewyoutube=4uEyYLamD8M;leftthumb][/previewyoutube]
Ok so there's no much to update this week. I'm still busy with refactoring of existing stages, trying to add more contents. Meanwhile, it's time to prepare non-gameplay contents: music, beginning/ending animation, etc. My plan is to create a 5-page comic as beginning animation. I managed to do it at night, so I can ensure a time overlap with my daughter as first reader. However, I have to do it myself to convert it into a good beginning animation. Let me think of how to represent it in game. Thanks, Fuzhou
Hi everyone! I was back from travelling and finally home for work. In the past 2 weeks I was busy polishing stages and characters. This is a short update of what I was done: a more creepy castle, a scary ghost, a better fireball. Kindly compare with my eariler updates in 2023-05-30. Hope you like it. My next step is to build the last 3 stages + 2 BOSS fights. I'm not sure whether I can really catch up with planned August release date, but will try my best. See you soon, and thank you for patience, Fuzhou
Hey everyone! It's a busy week for me due to family affairs, while I still have some progress. I've done the design of level 5, Ghost and Lights. As I don't have my stylus pen with me, I have to reuse existing graphic assets from demo 0.2.0. I will update when I'm home next week. So this time, Tseteg enters the area guarded by litle ghost. This is a far more dangerous area than before, because our walls and floors can't stop ghosts. Good news, our old friend Pumpkin Head comes to rescue. Enjoy. :) [previewyoutube=DLnnZFPoTzc;leftthumb][/previewyoutube]
Hey everyone! I'm happy to announce, that I successfully published macOS version of Tsetseg's Adventure demo 0.2.0! The build has been tested on my old 2018 INTEL Macbook Pro, thus it should be sufficient to run on any latest, faster Apple desktop or Macbook. Thank to the prompt response of Apple Support team to solve my developer account problem, much faster than I thought. And one more thing (following Apple's convention): the app was not tested on Apple Silicon desktop. Although I have confirmed the built application is mac Universal build, I didn't get a chance to really run it on M1 device, as I don't own one. Thus, if you see any issues when launch or playing game on M1, please kindly let me know. Thanks and enjoy, Fuzhou
Hey everyone! I'm happy to announce the release of demo version 0.2.0! The overall changes are listed below. The goal for this version is to show the gameplay, that how to explore hidden rooms with skills or puzzle solving. There are also info rooms when passing through levels, which allows Tsetseg to unlock stills or give tips. With 3 levels in total, I managed to add 6 hidden areas and 5 info rooms. Go find them all and see if you could visit all of them in a single run. I'm also working on a macOS version. I target a quick release in 2 weeks. The game is still under development. Internally around 40% done. Let me know if your thinkings and feedbacks on existing gameplay. Gameplay:
- One more level is addded in the demo. Now there are 3 levels playable.
- Tsetseg's all 3 skills are available. Find them in info room to unlock them.
- There are 6 hidden areas + 5 info room added in demo. Some areas requires skills as prerequisite to enter. There is a path to visit all hidden rooms and get all skills in a single run. Go find it!
-
* Existing levels are polished by repainted tilemap, for better look and feel.
* Hidden areas are adjusted to lower the difficulty.
- Some platforms are adjusted to lower the difficulty.
- Remove video/audio configuration.
- Input configuration is split into two menu items: Keyboard and joypad.
- Default keyboard input uses direction keys and spaces. So non-English keyboard (e.g., Cyrillic Mongolian) can have reasonable out-of-box control.
- Fix a bug in demo 0.1.0 that new input settings does not overwrite existing.
- Music is unavailable. I need more time to learn how to compose chiptune. :(
- Input display may be incorrect due to previous multi-key configuration. Reset to default and reset can solve the problem.
- No progress save yet. Need some time to understand how to implement it with GodotSteam.
Hey everyone! This should be the last bulk update for Tsetseg's Adventure before next release demo v0.2.0. In the last month, the biggest efforts were paid to create new pictures and drawings. The original demo levels are also updated to use new tiles. I finally integrate Mr. Portalot and Tsetseg to form a smooth entering animation! Besides, a new enemy, Pumpkin Head, stands on they way of Tsetseg now. Unlike our old friend Skeleton, he's always angry. :J. See if you can beat it. So, let's target next playable demo in mid-May! Thanks, Fuzhou [previewyoutube=ziNAvyNcY8A;leftthumb][/previewyoutube]
Hey everyone, Starting this week, I am able to post a weekly update on Steam community. In the past two weeks, I'm working on adding a new enemy, Octopus Cannon. As you see, Octopus likes staying at narrow corridors. Unlike octopus in our world, she has ability to fire flames. Tsetseg must make sure she move without being burned! The main on-going effort is to complete the 3rd and 4th stages. Tsetseg will dig into a cave, trying to get closer to mad Bomb Wizard's castle. Besides Octopus Cannon, we have upcoming new enemies, Pumpkin Head, to help guard this area. At last, per feedback I got in the past two weeks, I'm adding more animations for Tsetseg. She is now transport between stages by Mr. Portalot, the butler and the door of her house. Hopefully we can see a much more animated world when we reach official release by July 2023. Thanks, Fuzhou [previewyoutube=yLToc8_51tE;full][/previewyoutube]
After working for a month, I finally make the first demo release of Tsetseg's Adventure available in Steam! The first version supports Windows and Linux, with two playable levels, including hidden areas to explore. See how many you can find. The full game is under heavy development. I'm trying to balance between inserting many new thoughts and maintaining a fixed release date. Anway it's in early stage, so thoughts is always welcome. My plan is to release a demo build in a montly manner, adding playable levels one after another, so we can see the pogress. Feel free o download, please and let me know how you feel about the game! The Mac version is on my list. I'm requesting a Mac developer account and get my Mac devbox so I can include a Mac build in next release of my demo, probably end of April or early May. I will keep you notified. Thanks, Fuzhou
Tsetseg's Adventure
Fuzhou Chen
Fuzhou Chen
2023-10-27
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 15
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
1 user reviews
(1 reviews)
https://store.steampowered.com/app/2337770 
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Inspired by 16-bit classic platformers, the games provides a jump-and-squash centered game experience. Besides, the special power received offers ability to solve puzzles in levels and explore new area. The areas may lead to either different paths or hidden golds. With gold, we purchase items to enhance ouselves, and helps defeating the Mad Wizard.
- OS: Linux Ubuntu. Fedora or Archlinux with Xorg/Wayland
- Processor: 11th Gen INTEL Core i5-11320H or aboveMemory: 128 MB RAM
- Memory: 128 MB RAM
- Graphics: Integrated Graphics
- Storage: 256 MB available space
- OS: Linux Ubuntu. Fedora or Archlinux with Xorg/Wayland
- Processor: 11th Gen INTEL Core i5-11320H or aboveMemory: 256 MB RAM
- Memory: 256 MB RAM
- Graphics: Integrated Graphics
- Storage: 256 MB available space
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