The Future of TCC
As I said previously, Beta 1.8.X will have most patches, just because the update initially wasn't something I had hoped for. Nontheless we got great features such as leaderboards, zero gravity, big levels in level editor, and a bunch of quality of life improvements. However it doesn't end here, because patches will continue: Second thoughts about the calendar: It was probably a mistake.. it is not a bad feature but it does really slow down the actual progress of the game, plus nobody is really making levels for workshop. The calendar is supposed to be a gamemode where I add user levels to the actual game, but it seems like it is not helping to increase the player count... which I deeply hoped. The calendar will be still worked on, but sometime later in beta 1.9, and I'll hope for more user levels. I am planning to add a new challenge related to zero gravity, not sure what difficulty but it will probably be difficulty 2-4. And judging by the name, yes, it will include zero gravity and it's fun mechanics! However I need to fix some bugs regarding the item, because 60 herz players are experiencing major differences between 60hz and 144hz. Speaking of challenges, I am planning adding a new medal: hardmode medal, where you need to beat challenges in their "hardmode form". Not only that you have limited lives, but levels are way harder than normal. You have a time limit (Just like in Yeah GL difficulty) and if you win you get a black medal and border. This is going to be the final medal for challenges. Alt paths will be added in main game, and you can find those hidden behind fake walls in the game. Going through them will let you play harder versions of levels, but as a reward you get to beat the game faster, and maybe there will be other rewards. Wheel overhaul, I plan adding different wheels with different rewards, and removing the "No rewards" slot. I may overhaul code or use the existing one, who knows... I plan adding a pacifist route, where in it you have a second way of not killing bosses and therefore revealing a second ending. Not sure how thats gonna be performed but I have few ideas for the final boss where if you dont kill anyone troops will help you defeat the King instead of using the gun.
This update is mostly planned to be a polish update, fixing major bugs, perhaps overhauling things like the main menu, adding controller support and etc. Custom Splash Texts, Hats, Skins and Items, sharable custom endless run modes are planned to be added Planning to add the ability for people to upload user made challenges, so you can finally upload more levels at once! You may have to beat the entire challenge to publish it, but we shall see Controller support would be nice. Few people asked for it so why not? It will just take a while because me as a dev does not use a controller and I am not a console guy, so when i do eventually add it, I would like feedback from people.
When the game gets released, I might stream few TCC streams on twitch, steam or other platforms as celebration. On launch, the game will leave its early access/beta stage and thus the price of the game will INCREASE from 2 euros to 3 (or from 3-4$). The final thing that will happen after game's release is long term support. And there are 3 different scenarios of how I will go about this.
Then I'll work on the game often with quality updates, such as new features, items, skins, stuff like that.
Then there will still be updates, but they will come out much much less frequently
Then there will still be no updates, with the exception of bugfixes. Unfortunately, I can't keep developing the game forever if there is no audience for the game.
Rest assured! Mobile port is coming! Specifically Android port because iOS is way harder to port the game and financially its more harsh than steam (100$ a year for App Store on iOS). However there are still a few glitches here and there, mostly crashing, but the general progress is just almost fully working controls and somewhat decent menu navigation. There will be a special trailer for the mobile version of the game and I am excited to see people finally get hands on it.
Q: How much will the game cost? A: Free Q: Is there any downsides to the mobile port compared to steam version A: In actuality, mobile port and steam versions are exactly the same... with some exceptions. Q: Are there going to be ads in the game A: Yes there will be ads, but I'll try my best to make the game as least annoying with ads as possible, while... well, still keeping ads. Q: Does my progress from steam carry over to Android A: No Q: Will the game have cloud support A: Likely, but not certain, however as I said, there won't be cross platform compatibility Q: Does the game have steam features, like workshop support, achievements and leaderboards A: Google has it's own achievement and leaderboard system, unfortunately, workshop support wont be there. Q: Can't you just make your own server where people post levels? A: No, because I am very stupid
[ 2022-03-24 14:09:06 CET ] [ Original post ]
In this post I will announce future updates of the game, and it's future support after the full release of the game. Let's get started.
Beta 1.8.X
As I said previously, Beta 1.8.X will have most patches, just because the update initially wasn't something I had hoped for. Nontheless we got great features such as leaderboards, zero gravity, big levels in level editor, and a bunch of quality of life improvements. However it doesn't end here, because patches will continue: Second thoughts about the calendar: It was probably a mistake.. it is not a bad feature but it does really slow down the actual progress of the game, plus nobody is really making levels for workshop. The calendar is supposed to be a gamemode where I add user levels to the actual game, but it seems like it is not helping to increase the player count... which I deeply hoped. The calendar will be still worked on, but sometime later in beta 1.9, and I'll hope for more user levels. I am planning to add a new challenge related to zero gravity, not sure what difficulty but it will probably be difficulty 2-4. And judging by the name, yes, it will include zero gravity and it's fun mechanics! However I need to fix some bugs regarding the item, because 60 herz players are experiencing major differences between 60hz and 144hz. Speaking of challenges, I am planning adding a new medal: hardmode medal, where you need to beat challenges in their "hardmode form". Not only that you have limited lives, but levels are way harder than normal. You have a time limit (Just like in Yeah GL difficulty) and if you win you get a black medal and border. This is going to be the final medal for challenges. Alt paths will be added in main game, and you can find those hidden behind fake walls in the game. Going through them will let you play harder versions of levels, but as a reward you get to beat the game faster, and maybe there will be other rewards. Wheel overhaul, I plan adding different wheels with different rewards, and removing the "No rewards" slot. I may overhaul code or use the existing one, who knows... I plan adding a pacifist route, where in it you have a second way of not killing bosses and therefore revealing a second ending. Not sure how thats gonna be performed but I have few ideas for the final boss where if you dont kill anyone troops will help you defeat the King instead of using the gun.
Beta 1.9.X
This update is mostly planned to be a polish update, fixing major bugs, perhaps overhauling things like the main menu, adding controller support and etc. Custom Splash Texts, Hats, Skins and Items, sharable custom endless run modes are planned to be added Planning to add the ability for people to upload user made challenges, so you can finally upload more levels at once! You may have to beat the entire challenge to publish it, but we shall see Controller support would be nice. Few people asked for it so why not? It will just take a while because me as a dev does not use a controller and I am not a console guy, so when i do eventually add it, I would like feedback from people.
Release and long term support
When the game gets released, I might stream few TCC streams on twitch, steam or other platforms as celebration. On launch, the game will leave its early access/beta stage and thus the price of the game will INCREASE from 2 euros to 3 (or from 3-4$). The final thing that will happen after game's release is long term support. And there are 3 different scenarios of how I will go about this.
If the game is doing well:
Then I'll work on the game often with quality updates, such as new features, items, skins, stuff like that.
If the game is doing average:
Then there will still be updates, but they will come out much much less frequently
And if the game is doing poorly:
Then there will still be no updates, with the exception of bugfixes. Unfortunately, I can't keep developing the game forever if there is no audience for the game.
Mobile Port
Rest assured! Mobile port is coming! Specifically Android port because iOS is way harder to port the game and financially its more harsh than steam (100$ a year for App Store on iOS). However there are still a few glitches here and there, mostly crashing, but the general progress is just almost fully working controls and somewhat decent menu navigation. There will be a special trailer for the mobile version of the game and I am excited to see people finally get hands on it.
Quick Q&A on mobile port:
Q: How much will the game cost? A: Free Q: Is there any downsides to the mobile port compared to steam version A: In actuality, mobile port and steam versions are exactly the same... with some exceptions. Q: Are there going to be ads in the game A: Yes there will be ads, but I'll try my best to make the game as least annoying with ads as possible, while... well, still keeping ads. Q: Does my progress from steam carry over to Android A: No Q: Will the game have cloud support A: Likely, but not certain, however as I said, there won't be cross platform compatibility Q: Does the game have steam features, like workshop support, achievements and leaderboards A: Google has it's own achievement and leaderboard system, unfortunately, workshop support wont be there. Q: Can't you just make your own server where people post levels? A: No, because I am very stupid
That's it for now... Thanks to everyone who supports the game, I appreciate it very much! Hopefully the game's legacy will continue forward!
The Colorful Creature
Infiland
Infiland
September 2021
Singleplayer Multiplayer Coop EA
Game News Posts 141
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Positive
(31 reviews)
https://store.steampowered.com/app/1651680 
TCC Linux [80.38 M]
A difficult platformer with the main mechanic of changing color in order to stand on specific colored blocks to progress. In order to change color, you must pick special items that turn you into a specific color.
Play over 200 levels with unique items with diverse gameplay that have various items, blocks and hazards, one of the items change gravity and player speed, give you an ability to jump higher, teleport from one place to the other and etc!
Play over 200 levels with unique items with diverse gameplay that have various items, blocks and hazards, one of the items change gravity and player speed, give you an ability to jump higher, teleport from one place to the other and etc!
LEVEL EDITOR:
The Level Editor let's you build levels and it has 102 placeable blocks and items (including backgrounds and liquids). Other main features in the level editor are saving/loading multiple levels, enabling fog, changing music, applying narrator text, and play/build mode. There are litetally millions of different level combinations and hours of fun!LOCAL MULTIPLAYER:
Local Multiplayer can be played with 2, 3 or 4 players. All of the players can customize their look with unlocked skins and hats, and can change controls with 4 presets. Local Multiplayer currently offers two gamemodes, Survival and Race, but we plan adding more, all gamemodes are compatible with all players.ENDLESS RUN
If you want to play through the endless queue of hand-crafted levels, try this gamemode! Three gamemodes are available for Endless Run, those gamemodes are Normal, Old School and Custom Endless Run.CUSTOMIZABLE SKINS & HATS
You can customize your character with skins and hats. Skins are obtained by doing various tasks and most hats are obtained at the hat merchant shop!AND WAY MORE!
This game has a lot more features than that! We are hoping to add more and you to enjoy our game!MINIMAL SETUP
- OS: Ubuntu 11.04
- Processor: AMD E2-9000e RadeonMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: NVIDIA GeForce GTX 560
- Storage: 100 MB available space
- OS: Ubuntu 14
- Processor: Intel Core i5-6500 ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 560
- Storage: 100 MB available space
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