Turnament Devlog Nr. 17 - New Logo and New Music


The new logo and background are now on the Steam page, they'll be in the game in the next update. Here's the vertical capsule!

The background was created by Ane Bonazza and the logo was made by Alexander Whyte.

Here's an early sketch for the background by Ane (with the old logo):

I think it turned out great, I'm really happy with it! The logo, of course, is very daring, because you can't read it at first sight, but I let Alexander do what he does best, and I thought it was brilliant and fits the tone of the game. :D The logo will seldom be seen without the game's name in text somewhere close to it, so I believe it will be fine.

New Music

I have finally started making new music! I have imported layers from the original track and started remixing it with different planets in mind, the first one is for the Mars maps. I'll continue to make different ones for all the locations you visit throughout the game (there's Moon, Mars, Saturn, Space, Earth). I'm not sure if I want to make a different one for Moon as well, but for now, it'll be the same as the splash screen. (The music can be heard in the demo right now, starting level 6.)

More Feedback

More people have played the game now and left more valuable feedback, some of which I've addressed already, and other issues will be addressed in the next update. One of those is that retrying a level after dying shouldn't restart the dialogue cutscene, which I think is a good idea.

Latest Build

Here's what the current build on Steam includes:

  • Fixed missing font in Feedback Form under Linux by setting TMP fonts to use the Distance Field Overlay shader (thanks Millie)
  • Made it possible to retry a mission much faster (removed 2 seconds from being able to click retry and skip the cutscene). This was delayed because of the cutscene numbers, which are now separate entities instead of the actual game grid.
  • Fixed slowmotion bug that would sometimes trigger even if a seeker is not in the path of an enemy drone. Thankfully, this was just a misplaced variable. :D
  • Improved difficulty of level 12
  • Added currency and indicator when collecting crystals
  • Added new music for levels on Mars (starting level 6): I might slice it up into two different versions, but maybe not for the demo.

Known Issues

There are a bunch of known issues that I won't list now, but here's an interesting bug that lets you go into that one corner in the lower left, but only after restarting a level. I don't know more about it just yet (I haven't investigated it), but I'm confident it will be fixed next time:

Guest Musician: VEVEN

I'm happy to announce that VEVEN has agreed to work with me on the soundtrack, he sent me a LOT of synth samples already, which will be highly useful for certain levels later on. This will not make it into the demo, but it's worth mentioning since I (obviously) like what he's doing.

Status

The Steam Next Fest is on June 13th, however, the next #PitchYaGame round is on June 6th. That's a good deadline to have for another round of screenshot updates on the storefront and getting everything done for the demo.

So far, the demo works pretty well already, but I still want to get an endless mode into the demo. I've already begun working on it on the weekend, and I believe it will be ready by the end of the week for testing. We'll see!

A lot of things are coming together already, and that already makes me happy. VEVEN said it's addicting, Millie said basically the same, so I think it's going to be alright!

To be continued... 💎