





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Welcome to the version 1.1 update! It's been a while coming, but I've been squirreling away at a number of features and fixes that have been suggested by the community. Several systems have been re-written from scratch, and some new options have been added to allow you to tailor your experience more than ever! Thanks again for all the community feedback and suggestions. As a solo dev, no amount of work will make the game better without players actually telling you what they want - so I'm super grateful for all of your comments. So, what can you expect from this update?
Hi everyone, I'm back with a smaller fix (but with some more fiddly stuff to fix):
Hi everyone, A new patch is live for Windows and Linux (Mac will be ready tomorrow, so I'll comment on here to confirm when it's live). This patch addresses some gameplay related requests that I've received:
Hi everyone, The first patch is now live! It contains the following bug fixes:
Hi everyone! First of all, thanks for your feedback on the community pages. I've been working on Mable mostly by myself for 4.5 years, so there's plenty of things I want to fix that didn't get picked up by the QA team (or the console cert teams, surprisingly!) I wanted to give you a bit of a heads up as to the order I'm planning to tackle things in. STEP 1 I've been getting feedback from the Steam Community page, through email and also on my Twitter - so the first thing that I need to do is pull them all together into a single document, and sort them into an order so that they're easier to work through! STEP 2 Bugs! I'm aiming to have a patch out by the end of the weekend to address the most common bugs that are cropping up. Issues with collision and also button detection on certain pads are the kinds of things that fit in here. Any that require more work, or are really minor, will be fixed in a later patch. STEP 3 I've had a lot of 'quality of life' requests. This is things like having more options in the menu, such as the ability to select your button prompts (PS4 for example, rather than XBOX) and allow button remapping. I've also had a request for an assist mode, which I'd be more than happy to fit if you folks think it's something that you'd like in the game? A lot of this kind of stuff can take a lot more work, which is why it's step 3. Get the bugs squashed first :) Oh, and stuff like adding your maker to the map fits in here (which, originally I hadn't put in because I thought it would be fun to orientate yourself using the landmarks - but people don't actually like this - sorry!) STEP 4 I was super surprised to see people finding more of the secrets already than I'd anticipated, so I think it would be nice to add more in for those of you that are enjoying exploring. Also, because you get different endings for repeated playthroughs, doing things like adding different creatures in for later playthroughs is something that could be fun (for me - I love drawing the creatures). I think I'd be most likely to add those in as a big update, all in one go, after the bugs and quality of life stuff is in there. I'd also thought about other modes, such as local co-op and a horde mode, if you think it'd be fun to play those? Anyway, I'll provide more details on what bugs the patch will fix, and what will be included in the first quality of life patch (probably map update and controller prompts at least). In the meantime, thanks again for the feedback and thanks for supporting me and my game! Cheers, Andrew
More awesome news coming out of EGX. Kotaku featured the game at the top of their roundup of the best indie games from EGX.
I didn't even know that they'd played the game to be honest, but it's awesome that it got featured!
It's actually really odd getting any attention for the game - aside from the Kickstarter and the updates I've been doing there, Mable is just the thing that I do once the kids are in bed. Sitting on the sofa, writing little stories to fit into the game or building out areas and secrets to explore, it's weird to think that people actually think it's cool and are even maybe kind of excited about it...?
Anyway, do check out the coverage here: http://www.kotaku.co.uk/2018/09/25/the-best-and-oddest-indie-games-from-egx-2018
And check out the other games mentioned in the piece, as they're all super cool! I particularly enjoyed Disco Elysium and The Book Ritual was a strange thing you really have to play in the live environment.
I was a bit sad that they didn't cover my top 3 from the event:
Between Stations - a narrative experience where you play by tuning an old analogue TV in
Hypnospace Outlaw - a '90s internet simulator that reminded me of a darkly funny Lawnmower Man ('90s reference for all of you old folks out there)
Flotsam - a city builder/sim where your settlement is floating on the ocean after the end of the world, kind of like Waterworld (but better and with an awesome art style)
Check those out too if you're looking for cool and interesting stuff!
Cheers
Andrew
I think it's safe to say that EGX was a success, with great feedback from everyone who played the game and some nice write-ups in the press!
One of the highlights for me was being awarded the first Top 10 Star of EGX by Jupiter Hadley.
Overall it was an awesome weekend and you can read more about the award here: https://www.thumbsticks.com/jupiters-picks-10-award-winning-indie-games-from-egx-2018/
More news from EGX coming soon!
Cheers :)
Andrew
EGX is the UK's biggest games event and takes place from the 20th to the 23rd September at the National Exhibition Centre in Birmingham.
Come check out the game and get a free badge!
At least, until I run out of them...
Find out more about EGX by clicking here: https://www.egx.net/egx
[ 6079 ]
[ 2063 ]
[ 4245 ]