Hello everyone, after continuous development and optimization, our game will finally meet everyone officially on March 1st. During the development process, we invited many players to help us test, and gained many beneficial suggestions with players' love, and we tried our best to adopt as many suggestions as possible and adjust the game, because besides the developers, we are also game players, and we deeply understand many things can only be experienced as players, so we welcome and will humbly accept suggestions from players, making this game better is our common goal. In the early versions, our game had many levels that required delicate operations to pass, but clearly using wisdom to solve puzzles should be the goal players pursue for puzzle games, so we adjusted most of the levels, making the redundant space for player operations as large as possible. Although our game inherently has action and operation attributes in its design, we don't want operations to become stumbling blocks that hinder players' progress. "It can actually be played this way" is what we pursue, and we try to avoid the scenarios where players know how to pass it but have to keep trying. Since many levels in our game involve dynamics where many birds will automatically walk and make the whole map in a state of constant change, in order to reduce the burden of state analysis for players, we have also optimized the speed of most birds, where birds that used to be as fast as rockets have basically disappeared, replaced by slower moving birds, so that the state change of the map is not so frequent. Of course, we have also made corresponding adjustments to the level layout, and the game will not become simple and brainless just because the speed of birds slows down. Now we have also divided each major chapter's levels into normal levels and extended levels. Previously in each chapter, the same mechanism would appear consecutively for too long a time, and the playing time for a single chapter was also too long, so we extracted some representative levels as normal levels, adjusting the completion time for each chapter to about 30 minutes (of course, the earlier chapters will be simpler and the later chapters will be more difficult). This allows players to experience the representative uses of different mechanisms in a suitable time without feeling tired from continuously playing the same mechanism. If players want to experience our higher difficulty extended levels designed to deeply explore the mechanisms, they can challenge them after passing the normal levels. When we play puzzle games ourselves, we often get stuck on levels too, but many times it's just that we didn't think of a certain point in that level, and once we pass it, the following levels can be smoothly completed like clouds and flowing wateressentially we just didn't think of a certain use of the current mechanism and it doesn't affect our understanding of other mechanisms. In such situations, we often go to video sites to find walkthrough videos for that level, so in making this game, to facilitate players, we have developed a level guidance system. In the guidance system, we will play a pre-recorded walkthrough video that reveals the key to passing that level to players, hoping to have a "sending charcoal in the snow" effect. However, many of our levels have multiple solutions, and we will only hint at the easier to understand onethere are still more convenient solutions waiting for players to discover. We have also added an evaluation star system when passing levels, using the player's completion time for rating. After optimizing away levels requiring delicate operations, most of our levels now can be passed as long as players have ideas, so if it's difficult to get a high evaluation, it's very likely because your current solution is not optimal, and there are better solutions waiting for you to discover. At the same time together with the star system, we have also created a leaderboard function, with each level having a leaderboard based on completion time. There are still many more modifications that have not been mentioned here. Everything we have done is to make this game better, whether the opinions come from our own experience or from testing players, this process is like cultivating our own childalthough difficult, it is also happy. March 1st, 2024 will be the moment our child officially steps into the publicI hope puzzle game lovers can experience this game that embodies all our passion and sweat.
[ 2024-02-29 06:39:31 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
Join Our Discord:https://discord.gg/FZNvzZxG
Game Features:
7 themed chapters with different styles, to free your mind in beautiful environments and tranquil music.
Each chapter will unlock multiple interesting new mechanisms, making your puzzle-solving journey no longer dull.
300+ levels delicately designed by designers. You need to thoroughly explore the purpose of each mechanism in order to solve increasingly difficult puzzles. Do you have enough brain cells?
https://store.steampowered.com/app/2572360/InOutPath/
- Memory: 2 GB RAM
- Graphics: Nvidia 1050 or better
- Storage: 4 GB available space
- Memory: 2 GB RAM
- Graphics: Nvidia 1050 or better
- Storage: 4 GB available space
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