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We continue the string of fanart with an image someone commissioned on Discord, a dramatic rendition of Hilstara's last stand. I don't have full info on the artist, which I'll add if the commissioner or anyone else knows. It's nice to see so many different scenes getting interest.

New build of Omnipocalypse out, this time for $5 patrons. Some new people have been enjoying it, but I have pretty mixed feelings overall.

Oversights can be funny things. I spent so much time testing Omnipocalypse before this release, but I was thinking, "Does the new feature work? Do all the event variations clash? How is the balance?" This is all necessary work, but it's unconnected with some elements of the actual player experience.

Specifically, I never tested what the game is like if you get game overs and loop. I'm not a natural player, as I've done it too many times and I know all the secrets. That effectively means that some players were spending all their time in an experience I didn't spend much time with, not touching the content I worked so hard on.

The biggest issue is that originally the game wasn't going to let you loop until you finished the first major run. When I changed this, I thought I changed all relevant unlocks, but I missed several. Your character was supposed to be getting access to the skill tree early on, but instead it's locked away until you finish a major section. Irrelevant the way I was testing, potentially frustrating if players are struggling with the early game.

Another issue is that several events only evolve and change with overall progress, not looping deaths. This means that the game doesn't seem at all reactive if you're experiencing early loops, nothing like what I wanted the first impression to be. This is very frustrating, but I have no one to blame but myself.

Anyway, the long and short of it is that I've put out a 0.2.4 build in the previous post. Didn't send a notification about the update so that people wouldn't get double-emailed. It only covers the issues mentioned plus other minor bugs reported so far.

I dunno, that's all the essay I have in me today. Rough weekend.

Another thing I worked on this week is getting more and more assets finished for Slave Rehabilitator. Here's the title screen, for example:

There's lots of stuff that's not very exciting, but takes time. Like the other miscellaneous screens:

Increasing percentages of these are done, so I hope the first build will look okay, visually. I guess it's sort of the opposite of Omnipocalypse: that has lots of gameplay with zero final art, while Slave Rehabilitator will have production values in the first build, but will be relatively short to play.

That's all for this week. Work continues.

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Comments

AnythingAtAll

Slave Rehabilitator is looking awesome.

Ark Tolei

It's interesting that the original intent was to not loop until you reached a certain point. That would have wildly different implications about why the loop is happening. That being said, if you lock looping behind a later event, you could make early failure states less punishing for players that are more likely to try to grind early loops continually rather than reload and retry the fight they lost. I tend to have a very specific intention behind each run (initially just get as far as possible) and will generally reload rather than accept a fail state that doesn't accomplish anything, but I could easily see multiple types of player who would trend toward accepting whatever fail states they run into, either because they think grinding will make it easier next time, or because they think reloading is savescumming, or they just want to immerse themselves in the loop of it all. Implementing narrative variance on early fail states is a difficult problem to solve for unless you move the hub forward to get out of the linear stage earlier. If the player reaches the hub there's a huge amount of responsiveness to the player's choices while they learn the ropes. Infinite ways to die horribly in narratively differentiated ways, or to simply progress mechanics that stay through loops and require no risk of death. The hope being that by the time they run out of novel ways to fail, they'll have learned how to stop failing. One option for making meta progression on failure a stepping stone toward success is to lock the instakill mechanic behind killing a specific enemy group X number of times across all loops, instead of having it tied to character level. This would ensure that anyone grinding their way through multiple loops is meaningfully making it easier to progress, and make it impossible for a player to completely skip novel combat encounters.

Belly97

Is it possible to please have a 3-wide by 2-tall save screen instead of a 2x2? I personally like to leave a gap between two saves when I am playing a run with different choices, so it is obvious which save is which, and I can switch back quickly.

sierralee

There's certainly no technical reason we couldn't. At this stage we're mostly focused on nailing down an aesthetic, though, and we can tweak this sort of thing later, so bring it up again once we get to an actual build.

Belly97

Great, thanks