Post-jam update #5


It’s been 4 months, but we’ve not been idle. Since the last update we’ve participated in the Norwegian Game Awards, set up a playtest on our Steam page, and worked hard on adding new content and polishing old content. The gist of what’s new is we’ve implemented game saving, reworked how powerups work behind the scenes, added logging, and localized the game to Norwegian.

Patchnotes

Additions

  • Added game saving
    • The game automatically saves your settings, the level you’re currently in, and your current power up state
    • The game save saves to the following paths:
      • Windows: %userprofile%\AppData\LocalLow\Team SnuggleMoth\Up to no GOOB\SaveData.json
      • Linux: $XDG_CONFIG_HOME/unity3d/SaveData.json or $HOME/.config/unity3d/SaveData.json
  • Added logging
    • The game will now automatically create logs each time you start a new session. These logs will note down your gameplay settings, the scenes that are loaded and unloaded, and what’s happening to the player. If you encounter any issues with Up to no GOOB these logs are incredibly useful to us to better understand what’s going on under the hood
    • The game logs are saved to the following paths:
      • Windows: %userprofile%\AppData\LocalLow\Team SnuggleMoth\Up to no Goob\Log
      • Linux: $XDG_CONFIG_HOME/unity3d/Log or $HOME/.config/unity3d/Log
  • Added Norwegian localization
    • We’ve translated all the text and game title to New Norwegian (the better of the two written Norwegian languages)
  • Added a telegraph animation to the cacti in the Wild West
    • The cacti will now shake before expanding in their attack animation
  • Added more death screens
    • You can now see Goob die in new, horrible ways
  • Made projectiles collide with the environment
    • This should help make the environment feel a bit more neutral instead of just being in the way and help make the introduction to the cowboys more intuitive
  • Added an outline to the arrows and targets to make them stand more out from the ground for color blind players
    • This one we got as feedback from one of our playtesters who’s colorblind. If you have more feedback like this that can help make the game more accessible we’d love to hear from you
  • Added more input options
    • You can now move the player using the arrow keys as well as both the right and the left stick on a gamepad

Fixes

  • Fixed the menus
    • Fixed gamepad navigation, so you no longer depend on a mouse to navigate the menus
    • Increased the scroll speed in the options menu
  • Fixed the horse running in reverse in Wild West level 5
  • Made the cowboy attack on a set timer
    • A lot of the feedback we’ve received from in-person playtesters is that the cowboy feels a bit unfair. We chose to address this by making the attacks come in a set timer instead of having a great variation so you can more easily predict when it’s safe
  • Completely reworked how power ups work behind the scenes
    • This has resulted in us being able to make how the troll power up works much more intuitive. You will now see Goob eat a bowl of porridge to grow big and the bowl disappear for a while after taking damage
    • This change will also make it much easier for us to introduce more power ups in the future that greatly change who Goob moves or what he can do

Thank you all so much for your support! All of your kind comments, feedback, and encouragement invigorates us to keep going on this silly little project.

Get Up To No GOOB

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