The Funny Friday Update
Cherry Blossom Hills, it's a lovely Friday.
Hello, it's Sylvie. I have made a lot of updates to the game based on the feedback so far as well as some stuff I noticed on my own.
If any of the changes I mention below don't actually work or aren't changed, it is because I messed it up. Let me know.
Change Log
(May contain "spoilers" for some of the items and features in the game.)
Important Changes (Please Read!!)
- The save directory was changed from AppData\Local\_2am to AppData\Local\CCinMW. The very first time you run the new version of the game, it will try to copy over saves from the old _2am directory if they exist. If your save doesn't get copied, try copying it over manually.
- Memory Disk 0 is fixed! It was behaving like a normal memory disk, when it is actually supposed to have Secret-Behaviour. If you tried to use Memory Disk 0 and found it didn't do anything special, try it again!
- The placement of rare mushrooms in zones has been adjusted. There were several mistakes that made the placement algorithm not work as it was intended to. The rare item placement was adjusted too, to make certain items more rarer. Whether the "fixed" placements are better, I am not actually sure, because I haven't really playtested it. Let me know if it sucks.
- Some rare shrooms now have passive effects when in your bag. I wanted to add a passive effect like this to every rare shroom. But it would delay the release of this update longer, and there are a large amount of unrelated fixes.
- Having SpeedShrooms in your bag slightly increases your speed.
- Having FloatShrooms in your bag slightly increases the amount of time you float after walking off an edge ("coyote time").
- Having SpringShrooms in your bag slightly increases your jump height.
Bug Fixes
- Puzzle Pieces no longer turn invisible when you leave them in a room and exit the room.
- Fixed a bug where the pause menu and bag wouldn't work after clearing the game and loading your save.
- Made some fixes to the behaviour of the "put it in the bag" screen. There were some weird bugs involving placing items underneath the location where the "done" button appears on the "gotta sort my bag" screen.
- The rare shroom shop properly refreshes its inventory now.
- Fixed a bug where the thief waited 24 hours to reappear, instead of simply reappearing when the day changed.
- In the Legendary Tree sequence, the player's sprite was sometimes displaying incorrectly.
- Fixed several bugs with Flarekittens.
- They apparently would sometimes go after rare shrooms you already picked up.
- And I think they would not properly find rare shrooms in some secret zones.
- And when you entered a room with a rare shroom, they were supposed to fly over to it, but this behaviour was broken.
- Vehicles can actually go offscreen now. Actually, I am not sure when this bug was introduced. Nobody pointed it out to me, so maybe I introduced it myself while fixing other bugs.
- Fixed a bug where the game didn't autosave when you exit a Mushroom Zone through a "warp".
- Fixed a bug where the upgraded Mapping Implant was not displaying icons properly in certain zones.
- Fixed the fact that a certain flag wasn't being saved in the save file. I think this allowed you to get multiple copies of one of the Hands!
Game Feels
- Title screen now displays play time, current location, and a display of which hands you have discovered/called when you resume your game.
- Added a buffer that makes it easier to catch fast-moving items. This also lets you speak to NPCs when you aren't actually overlapping them... it's probably fine, but let me know if it causes problems.
- Various pieces of text were modified to mention or account for the passive effects of rare shrooms.
- Changed one NPC's dialogue to give an extra hint about how to get a certain Hand.
- Made deactivated bridges and ladders slowly fade in and out to make it more clear that they're in a deactivated state.
- Buffed the Spring Sneakers a little. They're more bouncey.
- The Racerunner was given an initial speed boost to make the racing more challenging.
- The orbit behaviour of Hands of the Clock is a little less intrusive.
- Hands can be called in the Clock Tower if you have "found" them, even if they aren't in your bag.
- The cursor disappears when you select an item so that you can position items more easily. The cursor is no longer semitransparent when it is visible.
- Tried to improve the keyboard/gamepad cursor behaviour a little, so it's harder to accidentally put down an item immediately after opening the bag.
- Added an option to Control Options to disable keyboard/gamepad movement of the cursor if you find it's getting in the way.
- Tried to improve the dialogue-reading experience in trading by making various changes:
- The NPC "evaluating your offer" text (usually "Hmm...." for most NPCs) will only appear if you stop moving the cursor for a short time, make it easier to browse NPC inventories without being constantly interrupted.
- If the offer evaluating text is longer than "Hmm...." there is a time multiplier so you can read it more easily.
- The end-of-trade screen requires a button press to close instead of closing automatically, so that you can read the final "thank you" text.
- If the NPC dialogue happens to switch very quickly (within less than half a second of the last dialogue) it will only play one sound effect instead of two in quick succession.
Trade Changes
NOTE: The contents of NPC bags are stored in the save file. So these changes may not be reflected if you load a save from an old version. I could try to implement a patching system of some kind that modifies the bags, but for these minor changes I feel like it's not worth it.
- Reduced the price of the Pegasus Shoes from SpeedShroom 2x to 1x.
- The Canyon Hints were shuffled around a bit and some of the text was changed, to better hint at a certain Hand and to mention the passive effects of rare shrooms. If you bought one of the hints, you might find that it's suddenly a different hint when you load your file. I am not really sure.
Known Unsolved Issues
Item Position Bug
There was a report of some items being saved or loaded in the wrong location. That is, a player left a stack of items in an area, and at some point when they came back, the stack of items somehow appeared on the screen below where it was originally.
This is a pretty serious bug, but unfortunately I was not able to replicate it. I made a small change to the system for saving and loading item positions in hopes that it will be more robust, but I don't know if it will actually solve the bug since I don't know the cause.
If you encounter an error like this, please let me know what you were doing before the error happened, if you can remember.
Fast Music Bug
Sometimes when you enter the Citey, the music is faster than normal. It might have something to do with the Legendary Tree. To be honest I have not looked into this that deeply, but I am also really confused as to how it could happen. If you have any hints, let me know. This bug is pretty funny so I might just ignore it
Issues with Loading Old Saves
The following bugs pertain to loading save files from the previous version in the new version. They shouldn't happen on a fresh save.
Minimap Icon Bug
Some bugs with the mapping implant in Mushroom Zones were fixed. If you have the right upgrades, the map displays icons indicating the locations of rare mushrooms and items. Some of these icons weren't showing up properly on the map.
But due to this fix, you might find sometimes that the map displays shrooms and items you've already obtained with a colorful icon, as if they haven't been obtained yet. You have to reenter the room containing the item for the map to properly record that the item was obtained.
Hand Flag Bug
There are new flags added that track when you have "found" the hands in the world. This means you have finished the quest that allows you to get the hand (simply finding an NPC with the hand in their inventory doesn't count). These are separate flags from the ones that track when you have "called" the hands in the Clock Tower.
Because these flags are new, they were not tracked in the old save file. This means if you are loading an old save file, the display of which hands you have "found" might be incorrect. Also, you might not be able to use the new feature where you can call hands in the Clock Tower even if they're not in your bag (since this relies on the hand being flagged as "found").
Thank You
Thank you for enjoying the mushroom world so far. If you have some more time to play, it would be helpful if you test out the changes I mentioned and make sure I didn't make anything worse or broken. I rushed this update a bit so I haven't done much testing myself! I will play through again this weekend.
If you completed the game already, maybe you can try a speed run, now that the game keeps track of play time. There are a lot of different ways to reach the ending in this game!
Get Clockwork Calamity in Mushroom World
Clockwork Calamity in Mushroom World
Exploration & kindness. A cute surprise.
Status | Released |
Authors | sylvie, hubol |
Genre | Platformer |
Tags | 2D, Cute, Exploration, Female Protagonist, Metroidvania, Nonlinear, Non violent, Open World, Pixel Art, Trading |
Languages | English |
Accessibility | Configurable controls |
More posts
- Free free free!Dec 01, 2021
- v1.0.4 (Bugfixes again)Jul 01, 2021
- v1.0.3 (bugfixes, options, and a gentle chicen)Jun 20, 2021
- v1.0.2 (More bugfixes)Jun 10, 2021
- v1.0.1 (Bugfix update)Jun 04, 2021
- The Game Is Loose!!Jun 01, 2021
- Quick UpdateMay 31, 2021
- The Saturday Worlds UpdateMay 30, 2021
- Experimental Mac Version!May 27, 2021
- The Terrific Tuesday UpdateMay 25, 2021
Leave a comment
Log in with itch.io to leave a comment.