PAX East Recap
What a week we've had! This past weekend, Imagine Me was demo'd at PAX East in Boston in its Full Release state <3 The game had wonderful reception and everyone really loved it! On Saturday morning, a speedrunner stopped by and beat the whole game in 10 mins. All the challenge levels, all the story - 10 minutes!!!! We told everyone how much influence you had on the game. We wanted them to know this game is as much yours as it is ours. <3 Thank you so much for staying with us from last PAX (early access launch) to this PAX with the full release. We wanted to share with you a bit of the awesomeness from the weekend. A community member was able to capture a time lapse of Sunday, the last day of PAX East. Here is the video. Music: Better Off Alone - VASKI
Next Update
Watch for the next update Tues, March 17th!! Just in time for St Patrick's Day!!
[ 2015-03-10 17:20:07 CET ] [ Original post ]
PAX East Recap
What a week we've had! This past weekend, Imagine Me was demo'd at PAX East in Boston in its Full Release state <3 The game had wonderful reception and everyone really loved it! On Saturday morning, a speedrunner stopped by and beat the whole game in 10 mins. All the challenge levels, all the story - 10 minutes!!!! We told everyone how much influence you had on the game. We wanted them to know this game is as much yours as it is ours. <3 Thank you so much for staying with us from last PAX (early access launch) to this PAX with the full release. We wanted to share with you a bit of the awesomeness from the weekend. A community member was able to capture a time lapse of Sunday, the last day of PAX East. Here is the video. Music: Better Off Alone - VASKI
Next Update
Watch for the next update Tues, March 17th!! Just in time for St Patrick's Day!!
[ 2015-03-10 17:20:07 CET ] [ Original post ]
Wishing you all a wonderful start to your weekend!! I pushed this build live a few hours early because it has an awesome patch/fix! :D
You can now begin a jump from anywhere
You are still only allowed two jumps and will have to return to "ground" in order to begin the sequence again, but it *feels* much better :D Thank you, so much, to everyone who gave feedback and chatted with me about the issue :D Those conversations truly help me work out a solution :D
PAX East Booth 10203
If you will be attending PAX, please, please come say hi! :) We're sharing a booth with four other games and would love to meet you!!
Vday2015 End
The holiday level has been removed. You will keep the "stamp" if you completed the level, but its no longer a selectable level. If you did not complete it, the stamp option is gone. Have a wonderful weekend folks!!! Hollie (Chris too!) ^_^
[ 2015-02-28 02:02:38 CET ] [ Original post ]
Wishing you all a wonderful start to your weekend!! I pushed this build live a few hours early because it has an awesome patch/fix! :D
You can now begin a jump from anywhere
You are still only allowed two jumps and will have to return to "ground" in order to begin the sequence again, but it *feels* much better :D Thank you, so much, to everyone who gave feedback and chatted with me about the issue :D Those conversations truly help me work out a solution :D
PAX East Booth 10203
If you will be attending PAX, please, please come say hi! :) We're sharing a booth with four other games and would love to meet you!!
Vday2015 End
The holiday level has been removed. You will keep the "stamp" if you completed the level, but its no longer a selectable level. If you did not complete it, the stamp option is gone. Have a wonderful weekend folks!!! Hollie (Chris too!) ^_^
[ 2015-02-28 02:02:38 CET ] [ Original post ]
Just in time for Valentine's Day, this announcement is short and sweet! Check out the FIVE new color palettes and tons of new blocks Chris has added to the Workshop Level Editor. We'll continue to add functionality to the Level Editor, but can't wait to see what you make!! Robbe's quest for the "Exit" continues in a special Valentine's Day level. The timer counts down, so you have to be quick!! This level will be available for play till February 28th. Completing the level earns you a special stamp on your Memory Page that will stay :D We continued a few tweaks and fixes, especially to the Challenge Level hit-boxes, enemy deaths, and arrow collision. This is a result of sooo many community members submitting some awesome bug reports and feedback the past week. As a small "thank you", we added an Emoticon dedicated to you. <3 Have a very Happy Valentine's Day everyone!!! Chris + Hollie
Navigating to the Valentine's Day Level
There was a bit of confusion as to where the new level is located in the game :D - The Valentine's Day 2015 Stamp is located on the Memory Page of the Campaign (Image). - The incomplete Stamp appears "grey'ed out" if it is incomplete (Image) - Once you have completed the level, it will appear in full color. (Image). Navigate to the level using your controller joystick or ASWD keys, per the normal navigation :D The stamp will remain after Feb 28, if you've completed the Valentine's Day 2015 level, but will no longer be accessible to play :) Hope that clears up any miss communication. ^_^
[ 2015-02-13 07:01:37 CET ] [ Original post ]
Just in time for Valentine's Day, this announcement is short and sweet! Check out the FIVE new color palettes and tons of new blocks Chris has added to the Workshop Level Editor. We'll continue to add functionality to the Level Editor, but can't wait to see what you make!! Robbe's quest for the "Exit" continues in a special Valentine's Day level. The timer counts down, so you have to be quick!! This level will be available for play till February 28th. Completing the level earns you a special stamp on your Memory Page that will stay :D We continued a few tweaks and fixes, especially to the Challenge Level hit-boxes, enemy deaths, and arrow collision. This is a result of sooo many community members submitting some awesome bug reports and feedback the past week. As a small "thank you", we added an Emoticon dedicated to you. <3 Have a very Happy Valentine's Day everyone!!! Chris + Hollie
Navigating to the Valentine's Day Level
There was a bit of confusion as to where the new level is located in the game :D - The Valentine's Day 2015 Stamp is located on the Memory Page of the Campaign (Image). - The incomplete Stamp appears "grey'ed out" if it is incomplete (Image) - Once you have completed the level, it will appear in full color. (Image). Navigate to the level using your controller joystick or ASWD keys, per the normal navigation :D The stamp will remain after Feb 28, if you've completed the Valentine's Day 2015 level, but will no longer be accessible to play :) Hope that clears up any miss communication. ^_^
[ 2015-02-13 07:01:37 CET ] [ Original post ]
Hey everyone!! ^_^ Yes, two announcements in two days. We are tweaking and polishing the build from last night and would absolutely love your feedback on the new build (Feb 8). We'll be pushing a build tonight (about an hour) with a few level tweaks and adding on option to turn the story ON or OFF in the Campaign. I (Hollie) really need your feedback to polish up the Campaign. Thank you sooooo very much!!! It really truly does make a difference <3!!!!
[ 2015-02-09 22:59:06 CET ] [ Original post ]
Hey everyone!! ^_^ Yes, two announcements in two days. We are tweaking and polishing the build from last night and would absolutely love your feedback on the new build (Feb 8). We'll be pushing a build tonight (about an hour) with a few level tweaks and adding on option to turn the story ON or OFF in the Campaign. I (Hollie) really need your feedback to polish up the Campaign. Thank you sooooo very much!!! It really truly does make a difference <3!!!!
[ 2015-02-09 22:59:06 CET ] [ Original post ]
We have soooo much to share!!! Here we go:
Companions
That's right! Robbe doesn't have to be alone anymore! Just in time for Valentine's Day too! Find the Companions on the Main Menu. You can change your Companion or select none to go it alone. We'll be adding more of these soon. We would love for you to submit your own ideas as well :D
New Levels
We've added a new Boss Level that is a race against the clock. We've also tweaked a few of the pre-existing bosses. The Goblin Boss now has a Wisp Counter (yeay!) and the Robot Boss has a "trap door".
New UI
So we have a new Pause Menu with added Options functionality. The Pause Menu looks a little ugly at the moment. That will change as well as resuming Full Controller Support with a target date of Wed, February 11th. There are also new Death splashes, Story has been redone, and a few other tweaks along the way.
Inventory
There is now a static Inventory displayed in every level.
Story Progression
You'll probably notice the new "World Map." You can track your progression as you play! :D You'll start at the beginning, but your Achievements are unaffected by this change. If you are brand new, hi!!! :D just forget everything you read ;) Those are the highlights. There was also random bug fixing and some level tweaking. Please let us know what you think! :D Bug screenshots are always welcome and (Hollie especially) loves to hear what you would change/want different. Known Bugs - No Controller Support for Polaroid "World Map" - No Controller Support for Pause Menu Thank you all, so very much, for the undying support <3 We can't tell you enough how much we appreciate and value the community we have. :) Now go play the new things!!! - Chris and Hollie
Next Update Feb 11
[ 2015-02-09 00:13:50 CET ] [ Original post ]
We have soooo much to share!!! Here we go:
Companions
That's right! Robbe doesn't have to be alone anymore! Just in time for Valentine's Day too! Find the Companions on the Main Menu. You can change your Companion or select none to go it alone. We'll be adding more of these soon. We would love for you to submit your own ideas as well :D
New Levels
We've added a new Boss Level that is a race against the clock. We've also tweaked a few of the pre-existing bosses. The Goblin Boss now has a Wisp Counter (yeay!) and the Robot Boss has a "trap door".
New UI
So we have a new Pause Menu with added Options functionality. The Pause Menu looks a little ugly at the moment. That will change as well as resuming Full Controller Support with a target date of Wed, February 11th. There are also new Death splashes, Story has been redone, and a few other tweaks along the way.
Inventory
There is now a static Inventory displayed in every level.
Story Progression
You'll probably notice the new "World Map." You can track your progression as you play! :D You'll start at the beginning, but your Achievements are unaffected by this change. If you are brand new, hi!!! :D just forget everything you read ;) Those are the highlights. There was also random bug fixing and some level tweaking. Please let us know what you think! :D Bug screenshots are always welcome and (Hollie especially) loves to hear what you would change/want different. Known Bugs - No Controller Support for Polaroid "World Map" - No Controller Support for Pause Menu Thank you all, so very much, for the undying support <3 We can't tell you enough how much we appreciate and value the community we have. :) Now go play the new things!!! - Chris and Hollie
Next Update Feb 11
[ 2015-02-09 00:13:50 CET ] [ Original post ]
A mid-week Hello!! :) Let's get down to it. The Controls. They need to be better. Unfortunately, I need your specific input and examples to get them there. I'm so used to playing with these controls my brain has adjusted and I can't tell what is Good, Better, or Worse. If you would, please leave feedback!! I want to get these controls tight, especially for what's coming. :) Thank you soooooo much!!!! Hollie :)
[ 2015-02-04 15:42:00 CET ] [ Original post ]
A mid-week Hello!! :) Let's get down to it. The Controls. They need to be better. Unfortunately, I need your specific input and examples to get them there. I'm so used to playing with these controls my brain has adjusted and I can't tell what is Good, Better, or Worse. If you would, please leave feedback!! I want to get these controls tight, especially for what's coming. :) Thank you soooooo much!!!! Hollie :)
[ 2015-02-04 15:42:00 CET ] [ Original post ]
SURPRISE! Okay, well most of you already knew because we can't keep development secrets, but hehe oh well! We have soooo much to talk about!!!
Dungeon Generation
Yep, dungeon generation has been completely re-written again. We're moving towards procedural generation instead of just random. The new dungeons are HARD, but more designed so you can complete a dungeon without getting stuck.
Menus and Options
We are soooo excited to be getting rid of the menu system that has been causing so many problems!! We have about half of the game converted and will be 100% converted for the next update.
New Memories
We added THREE new memories. We'll be wrapping up the main story in the next update, but will continue smaller memory updates as promised. ^_^ Also, bosses now mirror the current memory. (hint hint, more bosses very coming soon!!!)
WORKSHOP
Yeay!! The level editor works and we can't wait to see what you come up with. We only have the basic blocks for now, but will add the rest at the next update. We want to start small as we work out the initial bugs. :D
Next Update
February 8. This one will be quick!! We want to get more content to you fast, but need a week to work out bugs from all the changes we have made. Also, Valentine's Day!!! :D Thank you, thank you, thank you for all the support! We have had such fun getting this build ready for you!! Please continue the awesome feedback! This week is all about tweaks, fixes, and changes. This one is yours :) Now go have fun! Chris and Hollie
[ 2015-02-02 04:41:56 CET ] [ Original post ]
SURPRISE! Okay, well most of you already knew because we can't keep development secrets, but hehe oh well! We have soooo much to talk about!!!
Dungeon Generation
Yep, dungeon generation has been completely re-written again. We're moving towards procedural generation instead of just random. The new dungeons are HARD, but more designed so you can complete a dungeon without getting stuck.
Menus and Options
We are soooo excited to be getting rid of the menu system that has been causing so many problems!! We have about half of the game converted and will be 100% converted for the next update.
New Memories
We added THREE new memories. We'll be wrapping up the main story in the next update, but will continue smaller memory updates as promised. ^_^ Also, bosses now mirror the current memory. (hint hint, more bosses very coming soon!!!)
WORKSHOP
Yeay!! The level editor works and we can't wait to see what you come up with. We only have the basic blocks for now, but will add the rest at the next update. We want to start small as we work out the initial bugs. :D
Next Update
February 8. This one will be quick!! We want to get more content to you fast, but need a week to work out bugs from all the changes we have made. Also, Valentine's Day!!! :D Thank you, thank you, thank you for all the support! We have had such fun getting this build ready for you!! Please continue the awesome feedback! This week is all about tweaks, fixes, and changes. This one is yours :) Now go have fun! Chris and Hollie
[ 2015-02-02 04:41:56 CET ] [ Original post ]
Update II: NEW BUILD IS LIVE!!!
8:27pm EST The double jump from the springs fixed the problem!! :D It was such an easy fix, but the delay caused bigger issues. We'll continue to work on the Feb content update and fixes :) but have a wonderful evening for now!! - Chris and Hollie Hello everyone! I'm so sorry for the delayed responses to questions and reviews. I just wanted to post a quick message saying I'll be catching up on everything starting tomorrow :) I've been taken down by multiple viruses so far in 2015 can't wait to be 100% healthy again :D Here's to a healthier 2015 for all of us! -Hollie :)
-- UPDATE: PLEASE READ --
I couldn't help but check the messages tonight. I see there is a definite issue with the springs since we altered their "bounce" height. I'll chat it over with Chris, but I think our best option is to allow double jumps from a spring. We'll make sure that is a 100% fix for the levels. So sorry for the delay everyone!! -Hollie
[ 2015-01-20 21:26:35 CET ] [ Original post ]
Update II: NEW BUILD IS LIVE!!!
8:27pm EST The double jump from the springs fixed the problem!! :D It was such an easy fix, but the delay caused bigger issues. We'll continue to work on the Feb content update and fixes :) but have a wonderful evening for now!! - Chris and Hollie Hello everyone! I'm so sorry for the delayed responses to questions and reviews. I just wanted to post a quick message saying I'll be catching up on everything starting tomorrow :) I've been taken down by multiple viruses so far in 2015 can't wait to be 100% healthy again :D Here's to a healthier 2015 for all of us! -Hollie :)
-- UPDATE: PLEASE READ --
I couldn't help but check the messages tonight. I see there is a definite issue with the springs since we altered their "bounce" height. I'll chat it over with Chris, but I think our best option is to allow double jumps from a spring. We'll make sure that is a 100% fix for the levels. So sorry for the delay everyone!! -Hollie
[ 2015-01-20 21:26:35 CET ] [ Original post ]
Hey everyone!! Hope you are having a wonderful January!! We've absolutely loved the awesome feedback everyone is giving :) It really does make a difference, please keep it coming!! The BIGGEST news is we've added a few animations. Please let us know what you think :) There are a TON of tweaks and fixes:
- Pink spike cannon hitbox fixed
- Spike cannon shots should die/disappear now
- 2-6 Challenge Level pits now kill you - community submitted
- Purple Entrance now an Entrance not an Exit Script
- Shaddow Boxes (bouncy things) have better hitboxes - community submitted
- Nightmare Boss level tiles adjusted - community submitted
- Depths Boss not dying/completing fixed - community submitted
- Spring bounce height tweaked - community submitted
- Very slight reduction in Robbe's gravity when falling - PLEASE GIVE FEEDBACK - community submitted
- Controls Splash at end of every game removed - community submitted
- Random Generation Improvements
- Story Delivery
- Next Memory Arch
[ 2015-01-12 04:33:50 CET ] [ Original post ]
Hey everyone!! Hope you are having a wonderful January!! We've absolutely loved the awesome feedback everyone is giving :) It really does make a difference, please keep it coming!! The BIGGEST news is we've added a few animations. Please let us know what you think :) There are a TON of tweaks and fixes:
- Pink spike cannon hitbox fixed
- Spike cannon shots should die/disappear now
- 2-6 Challenge Level pits now kill you - community submitted
- Purple Entrance now an Entrance not an Exit Script
- Shaddow Boxes (bouncy things) have better hitboxes - community submitted
- Nightmare Boss level tiles adjusted - community submitted
- Depths Boss not dying/completing fixed - community submitted
- Spring bounce height tweaked - community submitted
- Very slight reduction in Robbe's gravity when falling - PLEASE GIVE FEEDBACK - community submitted
- Controls Splash at end of every game removed - community submitted
- Random Generation Improvements
- Story Delivery
- Next Memory Arch
[ 2015-01-12 04:33:50 CET ] [ Original post ]
Hey everyone!! We hope you had a wonderful and safe holidays! ^_^ We *just* pushed a build that takes out the holiday decor and added a few fixes! :D We've really enjoyed the feedback from the newest wave of community members and continued feedback from those of you who are veterans <3 Here's the list of fixes
- Spikes will no longer kill you on their flat side now.
- Arrows fly faster and have a little particle animation.
- Pause Menu includes a Regeneration option for Campaign.
- Pause Menu and Learn Splash actually pause the game.
- Steamworks.NET backend updated!! :D This hopefully takes care of the weird pixel thing that happens with the Steam overlay
[ 2015-01-05 05:35:21 CET ] [ Original post ]
Hey everyone!! We hope you had a wonderful and safe holidays! ^_^ We *just* pushed a build that takes out the holiday decor and added a few fixes! :D We've really enjoyed the feedback from the newest wave of community members and continued feedback from those of you who are veterans <3 Here's the list of fixes
- Spikes will no longer kill you on their flat side now.
- Arrows fly faster and have a little particle animation.
- Pause Menu includes a Regeneration option for Campaign.
- Pause Menu and Learn Splash actually pause the game.
- Steamworks.NET backend updated!! :D This hopefully takes care of the weird pixel thing that happens with the Steam overlay
[ 2015-01-05 05:35:21 CET ] [ Original post ]
Hey everyone!! Hope you are enjoying the Holiday theme and of course the Steam Winter Sale! I'm finding my vacation a bit difficult (boring). Its really hard to stay away [insert Brokeback joke here] hehe! A while ago we talked about skins for Robbe, while Chris gears up for the next game (he's working on a prototype) I want to get skins ready for the February update. I would love your feedback and thoughts on where the skin selector should go in the menu system. Post here or in the Discussion thread! :D Have a wonderful Holidays!! Hollie
[ 2014-12-22 12:19:43 CET ] [ Original post ]
Happy Holidays Everyone!! We've added a bit of Holiday Cheer to Imagine Me ^_^ Both the Challenge Levels and Campaign have some decorations to help celebrate the season. We included a new story with unlockable Memory page, a few bug fixes (fire wisps no longer hide), and the Imagine Me soundtrack cover art as well :D Wishing you have a wonderful, merry, happy, joyous, and fun season!! :D Chris and Hollie <3
[ 2014-12-17 18:54:45 CET ] [ Original post ]
Hey Everyone! We pushed a small patch last night. We thought we had fixed the resolution/volume issue, but a new community member shared that wasn't the case. Chris spent a lot of time looking into it yesterday and found a solution. So, yeay! Chris! ^_^ We also added a Respawn option to the Pause Menu. This will bring you back to the start of the current level either in Campaign or Challenge. Let us know if you use it or if it seems silly. Holiday Theme is coming Wednesday!! :D Have a fantastic Monday!!
[ 2014-12-15 16:35:06 CET ] [ Original post ]
Hey everyone! I just wanted to let you know we pushed a small bug fix tonight that is actually big. There was an error with save data on the new Memory Pages. If you had unlocked them already, this doesn't affect you. If you had not unlocked them already, good news! You can now! :D If you were trying to, like the community member who reported the bug... we're sorry for the trouble and you should be able to play without issue now :D Enjoy your night! :D Hollie :)
[ 2014-12-10 02:44:49 CET ] [ Original post ]
We just want to congratulate all of you on the release today! :D Imagine Me is forever dedicated to you, the community. Thank you for the wonderful experience of creating a game together. <3 Next update: mid December. -Chris and Hollie
[ 2014-12-09 20:06:12 CET ] [ Original post ]
We made it!!!! :D :D The Full Release build of Imagine Me is live! We can't thank you enough for all the time, energy, and effort you have put into this game. Truly, from the bottom of our hearts, thank you. So! Let's go through what's new with this build! :D Goodies List
- Two new Campaign Dungeon themes
- Two new Bosses
- Only one new story - additional story coming with mid Dec Holiday theme update
- Semi-Cracked blocks now break with two arrow shots
- Updated Quick Guide to tell you about the above
- You can no longer move around during "Death can be Dark" screen :)
- Game credits - full of thank you's <3
- Fixed parallax bug in "blue theme"
- Imagine Me title screen "press spacebar" now works for reals
Fun Facts
- 204 Steam builds to get us here
- 151 Git Commits since August 2014
- 2 Code Authors
- 831,970 total files
- 1,349,580 lines of code
- 36 Challenge Levels
- 6 Color Themes for Randomly Generated Dungeons
- 5 Bosses
- 35 Memory Pieces
- 8 Unlock-able Memory Story Pages
[ 2014-12-08 05:44:07 CET ] [ Original post ]
Good Morning! :D I wanted to share with you the schedule for the next few days. Things are moving fast! Today is my last big push for content before launch on Tuesday. Don't worry, we'll still have regularly scheduled content updates (see previous Announcement). I will be set to "Busy" and probably won't respond much today so I can really get these bosses solid, but Chris will be more available today :D Tomorrow (Sunday, Dec 7th) is all polishes, tweaks, and bug fixes. Keep posting them :D I have an awesome list already and I'l love to add more to it! Your suggestions really do matter!!! <3 Monday (Dec 8th) is a code freeze. I'll be updating the Steam store page graphics, videos, etc. and sending out all the social media stuff ^_^ Tuesday (Dec 9th) Launch. (^-^)/ party!!! One last big push! I can't believe we're here!! <3 Hollie (and Chris hehe)
[ 2014-12-06 15:52:18 CET ] [ Original post ]
Today was one for the record books. We (you and I) worked really hard on this game today :) I couldn't be more proud to be part of something like this. I'm sure there will always be bugs, but I hope there will always be *you* too Thank you for today, Hollie <3
[ 2014-12-04 21:12:02 CET ] [ Original post ]
So pushing 3 builds in one day is a bad thing. We broke something somewhere and a lot of things broke after that... I am working as fast as I can to get the big pieces fixed and will do a second smaller patch tonight. I'm so sorry for all the frustration! You should never have to Ctrl-Alt-Del out of a game. BUGS FOUND/FIXED (new build not yet live) Update Time: 4:04pm EST
- Challenge Level 3 page - no more freezing
- Inverted Screens - your story will no longer be inverted :D
- Stupid Introduction Level - its gone. poor @Sllayt3r struggled in vain
- Inventory fixed!!
- Bosses fixed
- Bosses Achievement!
[ 2014-12-04 13:13:38 CET ] [ Original post ]
YEAY!!! Let us know what you think!! If you want a few more in there, send us your suggestions! We still have a few days left to put them in ^_^ For those of you who didn't see the Memory Book Announcement earlier today, it was a big one!! <3 Chris and Hollie [quote=KinifiGames]
Imagine Me will be releasing out of Early Access Tuesday, December 9th.
We will continue to release updates, events (like our Holiday themes!!), and stories. The updates will start off as monthly and then become bimonthly (ie. January, March, May, and so on) basically for forever. We are NOT saying goodbye to Imagine Me. We want to move forward with the Steam platform :D We would LOVE to hear your thoughts, concerns, worries, happy sentiments, etc. [/quote]
[ 2014-12-04 05:35:04 CET ] [ Original post ]
🕹️ Partial Controller Support
- Imagine Me Linux [1.38 G]
Imagine Me was originally released to Steam Early Access in March 2014. The development team worked closely with the Steam community to grow and shape the game into what it is today. The Imagine Me team includes all of the Early Access community members who devoted time and effort to the development of Imagine Me.
- OS: Ubuntu 12.04
- Processor: 2 GHzMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: Intel HD 4000
- Storage: 200 MB available space
[ 6092 ]
[ 3458 ]