The Terrific Tuesday Update
Hello, it's Sylvie again with another-update. The game is releasing in one week, woww!
General Changes
- Each rare mushroom now has a passive effect when it is in your bag. Discover them all, if you dare.
- The ending credits now shows the cast of characters.
- Improved support for bunneys throughout the game.
- Bunney ears are slightly smaller. This is so that they fit perfectly on the head of the Girls Sweet Doll.
- In the Playful Options, "Extreme" Air Drain is now 4x drain and "High" Air Drain is now 2x drain. Previously it was 2x and 1.5x, but I completed the game on "Extreme" without much troubles, so I think it should be worse.
- In a previous update I made it so if you're moving the mouse around, the NPC won't evaluate your trade offer ("Hmm...."). Now this has been adjusted so after around 4 seconds, the NPC will evaluate your offer regardless of what you're doing with the mouse.
- Tried to fix some minor trading bugs where the wrong dialogue would appear.
- Fixed a bug where the thief would sometimes come back too early.
- Fixed a crash bug in the clock tower. If you pressed the bag button, then closed the text and pressed Down immediately after, it would attempt to open a trade with an invisible NPC, causing a crash.
- Fixed a bug where if you have the items that display rare shroom locations on a minimap, KitteyShrooms and SpeedShrooms weren't being recorded as "picked up". They will now be recorded as "picked up" if you simply enter the room where they appear. This is because they are moving items and might be "picked up" by the player in a different room from where they spawn, and I don't feel like adding special logic for that.
- A few small adjustments to dialogue throughout the world.
Linux Changes
- Modified the Linux launcher. It is more likely to work now on systems that don't have libssl.so.1.0.0 and libcrypto.so.1.0.0.
- The game window doesn't default to the maximum possible size anymore. Because the window-scaling doesn't account for the space taken up by the window border, this was causing the window to possibly be larger than the screen on Linux. (On Windows the window is borderless, but I don't think Game Maker can do borderless on Linux.)
- Corrected a typo in the window title bar.
Coming Up Next
I want to add alternate worlds to the game. The basic idea is that each alternate world will have different procedurally generated Mushroom Zones so you can have a new experience. However, there might also be special features in some worlds, like starting with certain items, or certain mechanics working a little different. This will be a big task but it is sure to be exciting.
I also did a playthrough for the first time where I got 100% of the museum items. It's a little grindy, but not as bad as I thought. So I want to add a completion tracker for the museum so others can try this challenge.
I might add a completion tracker for memories as well. I wanted people to not have to worry about finding absolutely everything in the game, hence the comment about getting 100% completion in the contract. But I think some people will try to find everything anyways, so it's useful for them to know when they are done. What do you think?
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
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