
Armed with nothing but explosives (and maybe a few tentacles), navigate treacherous dungeons, icy caverns, and scorching lava pits. Your ultimate goal? To dismantle the very lab that created you.
Can you survive the gauntlet? With over 50 challenging levels and colossal boss battles, Mr. Figs is a test of skill and patience.
Aloha!
It\'s been a pretty productive month this time around. The main focus was content on the first and second areas. The result being that we have an extra 10/20 levels (I haven\'t counted) in the game, delicious.
I\'ve also added a few more mechanics into the game but I won\'t go too much into detail as I don\'t want to spoil things.
You can have a small gif though <3[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45149195/c0c82d8d1902b992ef19d78fc247a32bcd93c695.gif\"][/img]
The main changes this month are:
- Add frogs and many frog levels
- Add platforms to the first area
- Add more levels for bomb chaser
- Make bomb chasers rewindable
- Add some more wiggler levels
- Get lights working everywhere
That\'s it!
It might seem small but I\'ve gotten a lot of mileage out of the new mechanics.
See you next month, this month will be again, be focused on content, content, content
Seeya!
Hello!
I am pulling the demo.
\"But Joe, Why? I cannot contain myself when I play this\" I hear you ask.
Simply because it is not up to the standard that I can see the game becoming.
There\'s a few roadblocks ahead before I\'d be happy having people playing this and I don\'t want people to get a bad first impression.
The main things I need to do before having this demo out back in the wild are:
Refining the early game
[list]I have a better introduction planned which starts with more F.U.N. (as Dwarf Fortress says) upfront
[/*]
Fixing the movement
Mr Figs\' movement is a bit slippery. I\'ve got some fixes for this but they need refinement
[/*][/*]Re-ordering and being brutal with later-demo content
I quite like the mid-game of the demo. After the tutorial-ish levels but before the end of the first area. The end of the first area still needs work though. They were some of the first levels I created when I believed that bigger is better and that we should punish the player. How wrong I was. Mr Figs is not that kind of game and I\'ve realised I should stop trying to bend it into something it is not.
[/*][/*]Once I\'m more confident in the demo and its feel, the demo will come back out. For now, it stays offline.
If you\'d like to still play the demo, you can just run the .exe itself but please do not judge the game on this demo, there\'s a reason I\'m pulling it.
I don\'t intend on not having a demo, it will come, but when, I am not sure.
Anyways, this month\'s update is probably gonna be another biggie!
Thanks again <3
Yoooo,
Been a busy month and I seemed to have pulled a lot of good stuff out of the bag at the 11th hour.
The two biggest ones being lighting and physics!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45149195/ec191a7c627ef0da0b3aace02d9fd1efe6351e5c.gif\"][/img]
Everything can now smash into pieces when you bomb \'em. Very juicy and very fun.
Not only that, all of the levels are lit to give a better feel to them, this may play into mechanics later in the game, who knows?
Other additions this month:
- Shake the inventory HUD if we try and plant a bomb and have no bombs. Play a sound too
- Add rewind to UI so you can tell when it\'s rewinding
- Add some more rewind levels to first area
- Improve glitch effect for things that are rewinding
- Make wigglers trigger fists
- Start on bomb chaser
- Start on lasers and mirrors
- Make more things rewindable, especially on the second area
- Make wigglers rewindable
- Make fists rewindable
- Get rewind working on ice mostly
- Make stage 1 spikes blow up bombs if a bomb is on them and they go up
- Make areas display titles when you enter them
For now, I\'ll be focusing on the second area and occasionally dip into the
first area to finesse the beginning of the game. I feel like the beginning
feels a bit slow so I\'m keen to fix that
See you next month!
Hello!
So much for my big break ey?
It\'s been a gruelling 3 months of working on this feature in the evenings, mornings and weekends but I can happily say that the realtime rewind feature is finally complete! (or at least 90% of the way there)
You can see it in action right here on this video update I\'ve made:
And of course, you can play it in the demo!
Onwards and upwards, I\'ll now be focusing a bit more on the later areas and seeing where it takes us.
Phew!
Aloha again!
This month has been mostly focused on polish (the quality kind, not the
language) yet again and fixing up the new undo/rewind system which will come out in
the next demo release.
The new undo system is quite involved and has even breeded some new mechanics which then means new levels need to be made. Not a small thing but it\'s taking shape!
I haven\'t gotten as much as I wanted done this month, Silksong has my attention in a chokehold and I\'ll be glad to see the back of it so I can regain my spare time and spend it here instead.
On top of that, I\'m taking a small but needed break from the dev of Mr Figs. It could be days, weeks or even months who knows. The fact is I\'ve worked on this almost every day for about a year and a half and I need to step away for a short time.
If you see lack of activity on my Discord, here, everywhere else, that\'ll be why.
Realistically, I\'ll probably be back to normal in a few weeks
Anyway...
This month\'s changes:
- Blur the game when we open a menu
- Nicer font sizes on everything
- Make the level select look better
- Get stressed tiles working with undo
- Add an overlay while undoing for a bit of spice
- Create non-rewindable bush
- Create non-rewindable rock
- Create non-rewindable slug
- Create non-rewindable stressed tile
- Center popups
- Fix some rare crash with exploding slugs
- Remove some dangerous in-game options like deleting your save
- Small optimisations to bullets, holes and stressed tiles
- Tidy up some earlier levels
- Add some levels explaining the new undo system
Anyway we\'re ploughing on!
Once I\'m done chillaxing, I\'ll be focusing on adding more levels to the first area
which demonstrate the new undo system. Once that\'s out of the way, I\'ll
probably shift focus to creating more levels for the later parts of the game.
I\'m also conscious of Next Fest next year and getting ready for that. I\'ll need
to make sure the demo is iron clad when the time comes.
Hello hello!
It\'s been a pretty busy month of more polish and content. Ever since the demo dropped and I\'ve seen people play it, it\'s put me on a bit of a path of polishing everything to be pristine.
Most of the work this month has revolved around improving the dialogue boxes and making the menus less abrupt but there\'s some gameplay stuff in here too.
I\'ve paid some more love to the undo feature too. I\'m still ironing this out but you can \"undo\" a few more things now. This may change quite drastically in the future (stay tuned)
On with the show...
Main changes:
Improve look and feel of UI text boxes
[/*]
Previously, these looked pretty...terrible. They were thrown together and forgotten about. I\'ve given them a bit of love this month, going from this:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45149195/d3113483aae235ef1b3d9e620ce2cdfe80956298.png\"][/img]
To this!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45149195/f1ad3455e1101a7a22883fe489445f807fa1e674.png\"][/img]
There\'s still more to improve, but for now, they have centered text at all times, a border that respects your screen size, cool sounds on coming into view, and they jump into the window. Oh and there\'s a little icon to indicate to read more :)
On with the rest of the show...
Make popups more consistent in looks. They now match the rest of the game
[/*]Bombs beep faster when they\'re about to explode to give a better sense of urgency
[/*]Bump undo count from 5 to 10. 5 was too little for anyone other than me
[/*]Reduce the game by 40mb. The smaller the better and I think we can go smaller!
[/*]Added footstep sounds to Mr Figs as he runs
[/*]Added 15 new levels to the second area
[/*]Added \"wiggler\" enemy/hazard to the second area
[/*]Flash the screen orange on an explosion
[/*]Slow everything down by 10%. Figs was way too fast for anyone but me
[/*]Hide console window
[/*]Stop rolling ball SFX playing during main menu in some circumstances
[/*]Fix dumb bug with some levels displaying as \"incomplete\" on the level select
[/*]Get undo working on rocks falling into holes
[/*]Get undo working on video tape collections
[/*]Get undo working on rolling balls
[/*]Make stage 1 slugs undoable (sort of)
[/*]Add glow effect to stairs and video tape to signal importance
[/*]Start shaking screen when holding restart button
[/*]Fade out menus so it\'s less abrupt
[/*]Play a big dramatic sound when we enter the game
[/*]
These will all be coming into the demo in the coming weeks. As usual, I will make a post about that to let you all know. Thanks to everyone that\'s played so far, it\'s slowly coming together :)
Hello!\n
It\'s been a bit over a month since I released the demo for Mr Figs. The
reception has been largely positive but it\'s given me a good amount of work to
chew on.
The demo was in a mostly-ready state at time of release but it has brought up some niggles and quality of life features that people want. [u]These aren\'t available yet[/u] but are actively being worked on.
What\'s coming up in the next demo update?
Hold r to restart
Upon the next demo release, you\'ll be able to hold down r (rebindable) to say adios to Mr Figs and start the level again. This comes from watching some Let\'s plays and seeing people complain about menu-diving.
Press u to undo
You can now undo the last 5 moves of Mr Figs. These undos replenish as you walk. Also one caveat, for now [u]they only work with rocks[/u]. This is subject to change. I may add more objects that can support undo but for the time being you can push a rock and undo those moves. It\'s very handy for accidental rock pushes or brainfarts.
When can we expect the demo update?
Within 2 weeks.
The above is implemented but it needs some fine-tuning and a good amount of testing to make sure you can\'t cheese levels etc...
The rest of this month\'s updates:\n
- Hide cursor in game
- Remember a user\'s resolution preferences
- After you\'ve selected a resolution, the game will continue to open in
that resolution
- Add option to see tape spoilers or not (defaults to \"dont show me spoilers\")
- Add some visual flair to area select menu
- Rework the visuals on both the level select and area select
- Darken the main menu
- Add a prompt to hint at restarting
- Fix a bad placement of stairs in the first area
- Change the resolution menu to be a scrub
- Add some more tapes (find them yourself)
- Add sound effects for undoing
- Add sounds for prompts when they\'re explaining things to you
- Fix the spacing of level select items on the menu
- Add a click sound effect to all buttons on the menus
- Fix bad display name on second area level
- Improve area select arrow sprite
- Added a piece of missing wall to a late level in the first area
- Fix potential crash on frame-perfect changing of animations
- When the exploding slugs blinked, there was a very slim chance it could crash the game
- Add in cracked ice (second area)
- Add in sound effects for stepped flames (second area)
- Add turn based bombs (fourth area)
- Shake the screen when a rock stops sliding on ice because of a collision
- Start work on achievements menu
- Add 5 more levels (second area)
!!!THE TIME HAS ARRIVED!!!
The wait is almost over! The Mr. Figs demo is set to launch on July 21st at 8 AM BST.
What Awaits You in the Demo?
Prepare to dive into the complete first area of Mr. Figs, packed with:
Over 30 levels to conquer!
[/*]Challenging bosses to overcome!
[/*]Hidden secrets to uncover!
[/*]An A+ experience that will leave you wanting more!
[/*]
The demo will be fully playable on both Linux and Windows, so everyone can join the fun.
Your Feedback Matters!
Keep in mind that this is still a work-in-progress, and your feedback is incredibly valuable. If you have suggestions for improvement or just want to chat, join the Mr. Figs Discord community (https://discord.gg/KndkA3BGXv ). I want to know what you think so I can make this game the best it can be!
Need Help?
Encounter an issue? Don\'t worry! Reach out on the Mr. Figs Discord:
https://discord.gg/KndkA3BGXv . I\'ll be there to assist you and answer any questions you have.
Hello!
We\'re back again with more updates.
This month has been particularly bitty as I try and wrap up the final parts of the demo.
Here are the main changes this month:
- Added mouse support to popups
- Added a new volume menu so you can modify volume/fx
- Added a new resolution menu if you wish to play in something other than fullscreen
- Update an in-game portrait
- Make sure all first stage levels have particle emitters present
- Fix a level being cheatable
It may not look like much but I\'ve omitted all the boring stuff for your sake.
We\'re oh so close to the Steam demo. In fact, I\'m preparing the page as we speak!
I\'m hoping it will be out before our next monthly post.
Once it\'s out, the fun begins with getting it in the hands of real people :D
See you soon!
Howdy howdy!
It's been a pretty busy month of bugfixing, prepping for a (steam) demo, and
trying to polish the game as much as possible.
I've added a fair amount of levels to the game this month but that it is
basically it. The rest of the focus has been on very unsexy work revolving
around menus, oooh la la...
Additions:
- Added 14 new levels to the third area
- Added the version number to the main menu so you can help me when bad things
happen (hopefully never)
- Made bombs fly over to the inventory when collected
- Jazzed up the video collection
- Added better prompts for planting bombs and interacting with objects
- Added '>' and '<' to menus to convey stuff
- Coloured the [u]scary menu items[/u] (Quit and Delete) red
The rest of the month was pretty dull and next month will likely also be dull.
I'm working on adding the options in-game. Previously they were only accessible
from the start menu which is less than convenient. This has opened up a huge
can of worms and I'm still in the weeds of cleaning up all the menus and
getting them to work everywhere regardless of where they are (harder than it
sounds).
Once the menus are done (please be soon), then I intend to start working on
some mechanics for the fourth area. The third area is well under way but I need
a palette cleanser.
I've got some fun ideas for the fourth area, stay tuned!
Hello!
It's another new month with lots of good updates!
The biggest news is that we have a demo!
This demo is available on itch for the time being. You can grab it here:
https://thegoodgamefactory.itch.io/mr-figs
We've put it on itch so that we can grab early feedback on the state of the game/levels/bugs etc...
Once fully ironed out, we'll then transition the demo over to Steam.
The Steam demo will be a more polished experience but if you just want to try out Mr Figs, head over to the link above.
With that out of the way here are the main changes since last time:
- Add 5 new levels to the first area. These are later in the area so are quite devious
- Add a new slug type to the first area
- Add credits menu
- Add names for all first area levels
- Make 'Enter' work regardless of keybindings on menus
- Make the bomb sprite start at 5 like it should do
- Make saves and config files Windows friendly
- Add missing walls to a bunch of first area levels
- Prompt the player to press SPC for bombs and E to interact when necessary
- Go straight to the game if it's our first time playing and skip all the menus
- The game now remembers what dialogue you've seen so you're not shown it again (unless it's important)
- Fix bug where if we fail to find an audio device we no longer crash
- Fix options menu not correctly refreshing on toggling an option
- Fix rolling balls going through walls occasionally on low framerates
- Fix clipping through rocks when you push them on low framerates
- Fix bugs with bullets shooting things that are shaking when technically they shouldn't
- Massively boost bullet performance with object pools. This means we can have way more on screen
That's all for now, the next few months are back to focusing on the third area and ironing out the mechanics.
I'll also occasionally be dipping into the first area to try and get it ready for Steam :)
Ciao for now
The Mr Figs demo has come to itch!
This is the first step in releasing Mr Figs into the wild, a steam demo will come later in the year once we have ironed out all bugs found in the itch demo.
The demo contains the complete first area of Mr Figs and is available here:
https://thegoodgamefactory.itch.io/mr-figs
If you come across any bugs, you can mention them on our Discord over here:
https://discord.gg/KndkA3BGXv
Thanks and I look forward to getting it in your hands :D
Hello and exciting times!
I am prepping Mr Figs for a demo which I'm hoping will be available in a couple of months.
I'll update on here when it's nearing release and ready but until then you'll have to wait and endure these monthly updates instead.
As I'm prepping for the demo, there's been a good amount of attention paid to the first area.
I've also fixed a bunch of bugs and added some more mechanics/content.
- Speed up pathfinding of slimes in third area
- Add animation to gates in third area
- Add screenshake on death of Mr Figs
- Add screenshake when a bomb explodes
- Add levers to raise and lower walls, fun!
- Start work on conveyor belts for the 4th area
- Fix longstanding bug with outlines where they were inset by 1 pixel
- Improve buttons on menus
- Give buttons better sounds when rolled over
- Blur the screen on certain events
- Improve icon for interactive with objects
- Make rolling balls detonate bombs
- Store the user's save and config in the "correct" place depending on platform
- Make rocks falling into holes a lot smoother
- Make bombs block rocks
- Add stage 1 puffy slug
- Add 3 new levels to stage 1
- Fix arrows going through some walls
The focus going forward will be on getting stage 1 demo-ready.
That means more content and polish. While this is happening the other areas won't be getting as much love but at least it means we can get Mr Figs in your hands quicker :D
Ciao for now and keep your eyes peeled for more demo updates!
Hello hello!
I originally thought this month had been pretty unproductive but after checking the logs, I've actually done a fair bit.
This month has been very heavily focused on the third area (again) and coming up with mechanics and content. This mainly involves trying to think of fun enemies and objects that are different to ones you have already faced in the game.
The visuals for the third area have also had a significant touch up. We're at a place where we don't need to fiddle with them much more which is a massive relief because I was dissatisifed with the art for this area for a long time.
Anyway, I digress...
On with the show!
- Added new slime enemy with two different variants
- Added worms. Very deadly, be careful
- Added gates and levers
- Improved the art for all sprites in third area
- Added the ability to interact with things (see 'interactivity' below)
- Added 4 new levels to the third area
- Added a nicer/consistent way of doing "tweens"
- Rejigged how events are handled which should in turn improve performance
Interactivity
This is perhaps the biggest change in the update and one of the biggest changes in the game!
For the longest time, Mr Figs could only run and bomb. To interact with things he would simply walk into them until they do their thing. This felt a bit clumsy in some cases. For example, you could accidentally push a rolling ball when you didn't mean to.
Now, you have to explicitly press a button to interact with an object. Currently there's not many things that can be interacted with as it's quite a new mechanic but expect it to grow.
That's all for now, see you next month!
Howdy howdy,
Without furher adieu, let's dive straight into this month's updates!
This month has centered around content for the third area of the game.
This means making mechanics, making levels around them and seeing how they feel.
Ultimately, a lot of ideas get scrapped because they might sound fun but when you actually go to play it, it doesn't translate.
This is by far the most frustrating part of the game's journey but it's necessary so we can eventually find the diamonds in the rough and build good levels off of fun mechanics.
I've also fleshed out a few prior areas with a few more levels and spruced up some sprites. Overall it's been a productive month with not much to shout about.
Here are the changes:
- Added more secrets
- Added ability for music "themes" in levels so we can have different atmospheres depending on level vibe
- Added rotating turrets to third area
- Added 2 new levels to the second area
- Added 4 new levels to the third area
- Redid the walls/floor art for the third area
- Made gelatinous blobs on second area bombable
- Improved portraits for certain characters
- Improved mine sprites and added visual effects when they're stepped on
- Improved first area's turret sprite
- Improved performance of bullet collisions a bunch
- Improved performance of pressure plates massively
- Properly fixed rotating to a sprite (this affects ballistas)
If you want to follow this journey a bit more closely, you can join us on Discord. I frequently post snippets of works-in-progress there.
That's all for now, I'll see you next month!
Welcome back to another episode of Screaming Into The Void.
This month has been pretty productive. I thank my holidays over the Christmas period for that one.
As a result, we've got a fair amount to get through.
Once again, there is no video devlog this month. They take time and to me, the game is higher priority. I will get to doing one eventually...
On with the show!
This month:
- Add speech audio for all characters
[list] - Mr Figs (and other characters) now have cute (or not-so-cute) voices to go along with their dialogue!
There's some boring stuff I omitted but that's all the good stuff.
We're getting ever-so-slightly closer to a demo which should be exciting!
Catch you all next month, remember you can find me Discord, X, and here
Ciao for now!
Aloha!
This month has been another busy one though it may not seem like it.
A lot of work was going on behind the scenes. The update this month is more "admin" than "fun" but I still managed to squeeze some fun in too!
The following has been added:
- ballistas
- missiles
- localisation (more below)
- sound effects for fists
- sound and particle effects for ice
- complete overhaul of level select menus
- finessed the music player a bit more so it pauses and resume music across areas correctly
- added more music for the second and third areas
Localisation
Mr Figs is a pixel-art game and that is by design.
Unfortunately this means some languages don't play nice with these constraints but I've managed to find a font that will suit all these needs so I'm happy to say that on release of Mr Figs, Russian, Simplified Chinese and others (to be confirmed) will be supported!
Hopefully this gets Mr Figs out to a larger playerbase as a large portion of my wishlists are coming from the Russian Federation and various parts of Asia.
A devlog is coming to highlight all of this and last month's work but as the holidays are approaching, we'll probably be looking at the new year for that to be released.
See you the same time next month!
Good morning once again,
Before we get into it, the trailer for Mr Figs has been released!
This is likely to be superseded at some point by a trailer that shows more of the game but for the time being it's doing a good job of showing _some_ of the mechanics present in Mr Figs.
You can view it here:
On with the show...
This month I spent a lot of time working on the second area, new levels, more hidden items, a new boss and a new dialogue system instead of the old cut-scenes that were present previously.
I'm hoping to get these ironed out so I can then begin work on the third area mechanics
The most significant changes were:
- A new dialogue system with character portraits, zooming and other niceties
- New levels to establish the story
- hidden rooms. These are hard-to-spot rooms on levels which may or may not contain certain items
- 10+ new levels
- A new ghost enemy
- moving platforms
- Started work on second area boss
- New walls for the first area
- Bombs now shake when about to explode
- Bombs now explode when placed onto spikes that are "up"
- Improve pushing sprite a bit more for figs
- Re-added in a death sound/animation for figs when he's hit
- Added sounds to portals being used
- Big performance improvements on holes (19fps increase) and "stressed tiles" (10fps increase)
- Consistent font everywhere
P.s.
There'll be no devlog video this month simply because I would rather spend that time on the game. When it arrives, expect the next devlog video to be a big one!
You can watch previous devlogs on the linked YouTube channel at the bottom of this post.
See you all next month!
Good morning all,
The focus this month was mostly on content. As such, there's been a fair few enemies/hazards added.
Once these are ironed out, I can then start making some levels with them
The changes are as follows:
- Added animations for rolling ball on first area
- Added arrows that change the rolling ball's direction
- Added a mech/chasing-square enemy to the second area
- Added a Gelatinous blob enemy to the second area
- Added a fist enemy to the second area
- Added a TNT mechanic to the third area
- Added rough floor/wall tiles for the third area
- Got carts working again on the third area
- Made it so that carts work on anything, not just Mr Figs
See you next month!
Afternoon folks!
This is the first in the monthly updates for Mr Figs.
In this, I intend to give a brief update of what I've been working on for anyone that's curious.
This month has mainly been focused on the second area (Ice Caverns) and some performance optimisations which were deemed necessary
Without further ado, let's jump into it!
Fixed slugs accidentally going over holes
There was a bug on the first area where a slug could walk over an uncovered hole.This has since been fixed
Redid portal sprites
The portals for the second area have been given some TLC and are using some brand new sprites which fit better with the rest of the gameRedid second area floors and walls
The entire second area's art has been redone. The atmosphere has had a massive improvement because of this and I can wait for you guys to play itAdded timed spikes
I've added in some spikes on timers for the second area to keep things interesting.Added pressure plates which can trigger multiple spikes
The second area has more complex pressure plates which can trigger multiple things and also affect each others pressure plates!Added sprites for when Mr Figs is pushing up/down on a rock
Previously, Mr Figs would always show a "left push" sprite when pushing a rock. This has finally been remedied so he now has all directions covered when pushing rocks.Added 7 new levels to the second area
The second area has been given a lot of love this month. We've got 7 new levels exploring all the new mechanics I've added in.I'm sure some won't make the final cut but it's progress nonetheless
Added animation for when Mr Figs is sliding on ice
Mr Figs was not animated before when sliding on ice, now he is!Added a new turret and bullet type to the second area
The second area now has a much deadlier and faster turret than the first.Added snake enemy
The first area has a new enemy!The snake will idle until you get close and then begin to (sort of) chase you and spit venom.
Lots of performance optimisations (particularly around particles and events)
This month has seen a lot of excellent performance optimisations.Even the heaviest levels now run at a smooth 60fps on a 10 year old laptop. I call that progress.
For the nerds among us, these were the optimisations:
- Used a spatial grid to speed up bullet collisions
- Used events less and relied on timers more to switch between states
- Object pooling for particles
- Caching around image loading
- Chunked updates where necessary (only update what's in view)
Minimum Setup
- OS: Ubuntu 16 or any Arch distro will work
- Processor: Intel Core i3Memory: 250 MB RAM
- Memory: 250 MB RAM
- Graphics: Intel HD Graphics
- Storage: 200 MB available space
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