Narcissist Tail 1.5 Demo UpdateSo technically, the large chunk of this update was done about three weeks ago, but I wasn't confident to call it the 1.5 update because I knew there were going to be a lot of bugs. And I was right. Oh my god there were so many bugs.Thankfully I have a very disgustingly awesome community that play-tested plenty for me to find issues. I am sure this 1.5 Demo Update will continue to have bugs as my code is very. Not good. But there shouldn't be any game breaking bugs! Hopefully!What this Update Has:SECRET BOSSUpdated Fight MechanicsIntensive Dialogue Indicator SystemA LOT of dialogue text for all characters currently available.Lore and themes and such.New RoomsProper Starting Intro Area (scary)Non-invasive Tutorial SystemsUpdated ArtworksWorking Save SystemDavid can be green.The biggest part of this update is the implementation of a Secret not-so-secret Boss. I worked about 50+ hours on developing the fight and maybe another 12+ hours fixing and cleaning bugs involving this secret boss. Overall 70+ hours worked on including factors that influence the game regarding the secret boss.The introduction of the Dialogue Indicators has been thoroughly developed and SHOULD work as intended. 40+ hours on this, it's actually a very dynamic system held by simple string and cheese. But it works and is scalable/reusable. It just involves a lot of artistic and manual crafting by me per sprite.The new Fight Mechanics are an overall improvement and players can crit if they click on enough Battle Targets. It's much more responsive and engaging than my previous "maximum 5 damage" system.Added A LOT of visual flare and polishing to make it feel more dynamic during fights.Introduction to new rooms that will expand the map size and give a feeling of vastness instead of just a straight path. Now it's designed to go West or East rooms! Though the Demo currently only has west rooms for Matthew's layer, sorry!The introduction to my game feels much more interesting...
Hi to anyone reading this. The last update post was 1.14 and I am talking about 1.25 now, so a lot of things have changed since then. The gist is that I fixed a lot of bugs revolving around Esc Menu and Starting Screen Menu. Esc Menu would be buggy in battle scenes. I added a Gore Censor that works as intended. The save system was also buggy because it had ONE incorrect line of referencing the old system. Which would wipe out the first save slot every time. Also tweaked a bunch of dialogue and adjusted proper dialogue timings for dozens of places. Basically polishing them. Fixed a few physic bugs revolving around the TreasureChest inventory as well. Added set up preparations for other systems that will expand exploration (more rooms left to right), a shop system, and a interaction token system. Next update will probably be the biggest one.
First time using an announcement. I've been doing updates for the past two weeks pretty consistently and have not said anything because I am new to all of this. I don't know who will be reading these, but I'll try my best to talk about updates. I have 450+ wishlists so this is crazy to me. Thanks everyone. ------------------------------------------------------------ CHANGED THE HEARTS. No longer using hearts not because I didn't want to look like undertale, but I realized if someone clipped my game out of context they are going to be very confused.They look like something else now. No new additional content in terms of story or progression. Added a more traditional save system. It keeps track of your playtime and which room you last saved in. It's pretty ugly and rough right now, but I'll adjust the visuals later down the line. Added NEW healing system. You click targets to heal instead of an automatic healing at the end of each attack. Improved David's Memory Sequence by a lot! Added a few new things. Nothing too crazy Tweaked dialogue in various places. Better spelling, better wording/phrasing etc. Added Demo Buttons that won't be in the main release. Changed some scary numbers. Set up methods for future secrets.
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