Blobun's First Early Access Build - 69 Puzzles (Nice)


🦊Hello! Today we are proud to announce the first early access build of Blobun. That's right, if you bought the early access when the demo dropped, now you have actual content and not just a thank you note 😂 (all jokes aside though, we *really* appreciate everyone who did that and gave us money, despite not getting any more additional content immediately.)

As mentioned above, this build has a nice 69 puzzles, spread across 6 worlds. We'll get into the patch notes below, but here's some stuff too:

  • There's a lot of stuff we did between the SAGE demo and this version, but they were regarding puzzle elements that weren't in the SAGE demo, so do they really count? They're not in the patch notes, but yea we did em.
  • A lot of stuff is very WIP, and new puzzle elements have programmer art all over the place. Just because they look iffy though, doesn't mean you can't solve the puzzle! They're just gonna look a little scuffed for a while (this *is* wip after all.)
  • Right now, there's no star requirements for unlocking special stages, and star requirements for unlocking the next world are also pretty low. These will be adjusted for the final game.

Please let us know what you think about the new puzzles as well as the new puzzle elements, either in the comments below, reaching out to us on social media, or hitting us up in our Discord community! We would love to know if the puzzles are good, or if the puzzles are bad!

Now, here's the patch notes:

===== NEW =====

  • Several new puzzles and puzzle elements have been added.
  • A new option has been added which lets you set if you move smoothly or not when holding a direction. By default, you must now tap when moving, unless you're sprinting, however you can change it to where you must always tap, or you'll always move smoothly.

===== IMPROVED =====

  • Refactored how stages know if they're "special" or not, changed internal file format. A "special" stage typically requires all other stages in the world to be unlocked, but we're not requiring this right now.
  • Touching a tile that makes you lose no longer immediately restarts the stage. Now, you'll be locked in place and you can undo it to try again.
  • We improved a bunch of various puzzle elements that were already implemented, but weren't in any puzzles available in the demo.

===== CHANGED =====

  • Rearranged the puzzle ordering some for stages that were in the SAGE demo to more evenly introduce new puzzle elements. This means you'll have incomplete stages in worlds 1 and 2 if you played the SAGE demo.
  • "Undo" will no longer reset the rotation of puzzle lock keys or state change objects.
  • Made some layout changes to the stage select menu. We'll be making further improvements to the stage select menu in the future.
  • You can no longer perform a "Zero Step" against the wall to advance certain puzzle element's states. Only actual movement will advance the puzzle state. (This is because it was too easy to cheese the piston puzzle element)
  • Speaking of the piston puzzle element, it has been replaced by a floor zapper. Every 3 moves, the floor zapper will zap, and if you're on it when it does, it's lights out for you.

===== BUG FIXES =====

  • Fixed some very, very slightly off colors on the heart shaped puzzle key.
  • Bun will now face towards the direction she was facing in the past at the point you undo to, rather than continuing to face in the same direction all the time.

In addition to that, sometimes bun will face the wrong direction or be slightly skewed. We know about this and haven't gotten round to fixing it yet.

Plans

Right now, we are focusing on creating new puzzles and puzzle elements. If you didn't know about it, we created a progress tracker that's updated once a day, which will show you the current state of the game (if you check it *right now* as I post this, you can actually see it's a little out of date, since we made a few changes since it updated. It'll be in sync tomorrow)

After we have a good amount of puzzle in the game, we'll be working on background and stage art, music, and polish and whatnot. We want to have most of what's gonna be in the game implemented in *some* state though before we get polishing on it. So, please forgive us that the game looks scuffed. However, it's completely playable!

Thank you for reading, and we hope you enjoy this build!

Files

Blobun (Windows) 13 MB
Version 1 8 days ago
Blobun (Linux) 16 MB
Version 1 8 days ago

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