Devlog #2: 1.1 Update
Hello everyone,
Auto-Savior 1.1 Update is out and he can't wait to save your work again. This update contains the first step of the roadmap "Small Improvements" with a few more things. This update is only for Windows. I will explain why i didn't update WebGL at the end. Also, I need to inform you that I have changed some parts for future implementations and some parts without being totally sure. So, if you feel like new things don't fit or open to development please let me know in the comments. And, if you haven't played Auto-Savior yet please go ahead and after playing don't forget to leave a rating.
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What changed?
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Work level is a totally consistent level now. What does this mean?
- What does this mean?
- Same colored cards have same colliders and if some part of a card is invisible, colliders of that part are disabled too.
- This change created different ways to solve the level. However, it also created a lot of ways to cheat(plz don't). Glitch update I'm planning to block cheating ways with the glitch update.
- You can't fall from the screen in Domovi level anymore.
- Custom cursor is the classic cursor everyone use but made with pixel art.
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Two different dialog sounds added.
- Previous dialog sound didn't work in WebGL build so I had to replace it.
- I can't make my mind about these dialog sounds. I would love your feedback about them.
- Music and SFX settings work flawlessly.
- Some graphical bugs have been fixed
- I don't know why but Unity is a absolute pain in low resolution
- It keeps erasing pixels from some assets and they shift a bit in WebGL build.
- I reduced the troubles with double jump.
- It still happens but with lower frequency. I could't figure out what is the exact reason for that but I made some improvements.
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So what's new?
- Every level has transition animations.
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You can configure master sound setting in menu.
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Press R to restart.
- There is only one place you can get stuck; still, you can use it as many as you want to see the lovely transition animation.
- Welcome level has a new animation to make you sure what to do. And also, the hourglass gives you a hint if you wait enough.
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Is there anything deleted?
- Not really. I just removed double jump instruction from tutorial because it may be deceiving for players.
- Higher jumps still exist in the game. However, the difference is too small to realise in gameplay. Also, it can be deceiving because some players may think that they need to use this too reach higher platforms. Currently it has no practical uses because it was breaking the gameplay when the difference was bigger.
That was the update notes. How was it? Let me know in the comments. Thank you for reading so long. If you didn't forget I promised I will explain two reasons of why I didn't upload a WebGL build (and maybe I won't for a few updates too): First one is about Magara Jam. The game has been is in the best 61 games of the jam and it is being voted by juries. The second reason is WebGL. It is completely problematic. There are no problems in Windows build but somehow in WebGL build some sounds are in high-pitch so I need to replace or delete them. Moreover, positions of the objects are being changed (by who?Don't know but probably WebGL) from what I designed and some pixels are erased (even though I fixed for Windows) so they look weird and unfinished. So, that was me crying about WebGL and thanks for reading again.
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Auto-Savior
A puzzle-platformer game
Status | Released |
Author | AFGGames |
Genre | Platformer, Puzzle |
Tags | 2D, 8-Bit, magarajam3, Pixel Art, Puzzle-Platformer, Retro, Singleplayer, Unity |
Languages | English |
More posts
- Devlog #3: Magara Jam ResultsJul 31, 2021
- Devlog #2.5: 1.1 Update for WebGLJul 28, 2021
- Auto-Savior Devlog #1: RoadmapJul 24, 2021
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