122924 Blobun (with 100 puzzles!)


🦊Howdy! Coming at you today with a new update to Blobun. Aside from many QoL improvements, this version has a couple big milestones:

  • The game now has 100 puzzles! We're very close to our goal of 120 puzzles now. (The bad news is the 100th puzzle is very hard. Good luck!)
  • All puzzle elements have proper graphics now, meaning no more doodley placeholder graphics.

Aside from this, this version also has a lot of focus on polish and efficiency. Since we're pretty much locked in on what the game is gonna be like and how it's going to work, we can now focus on tightening the experience. If you're playing on an older machine, and you had trouble with the game before, hopefully this one is much improved.

At the time of posting this, Blobun is still on sale for 40% off! This is the last time we'll have a sale that good for a while, because the game is nearing completion now. We also have a funding goal. Check it out on the main page!

As always, here are the patch notes:

===== IMPORTANT =====

  • This version uses a pretty fancy rendering trick to render the slime trail now. If you have any visual issues with this build related to the slime trail, please let us know right away!

===== NEW =====

  • [Editor] You can now add camera lock zones to the puzzle, which will allow you to create a much better puzzle flow.

===== IMPROVED =====

  • Numerous improvements have been made to the Stage Select screen.
  • Laser blocks now have proper graphics.
  • Enemy spikes now have proper graphics.
  • The Floor Light tile now has proper graphics.
  • The Electric Wire and its floor terminal now have proper graphics.
  • The Steel and Fire state change floors now have proper graphics.
  • The hardened magma caused by stepping on a lava floor with ice/water now has proper graphics.
  • The Laser Toggle floor now has proper graphics.
  • With that, all puzzle elements now have proper graphics!
  • Optimized the rendering on the puzzle floor.
  • Updated the Octogem animations so now, instead of moving between the different tiles, a new Octogem will appear at the next position.
  • Added more animations for when you touch a State Change object.
  • Bun now jiggles when you undo.
  • When you've left slime in the Fire State, the slime now has heat effects coming off it.
  • When you place all the Warehouse Boxes into their corresponding holes, a small jingle will play.
  • Offscreen objects are now culled, meaning they won't be processed or drawn unless you can see them.
  • For the peak of realism, backgrounds are now hidden in dark room stages, since foreground elements wouldn't light them up.
  • In dark room stages, meter and text boundaries have been lightened up a little so you can see them better.
  • Bun's slime trail has been improved considerably and now is much more dynamic when moving around.
  • Many necessary textures are now pre-fetched before they're used, reducing stutters across the game. (Note: You guys probably never even noticed them, but we did.)
  • Rearranged texture assignments and wrote grouping scripts to reduce the amount of overall draw calls needed.
  • Tightened up background drawing to make it more efficient, especially on the Machinery background.

===== CHANGED =====

  • When you haven't played a stage yet, the text has been changed from "No data" to "Uncharted territory" to make it clearer that the stage has no preview because you haven't been there yet, not because it's not playable.
  • Cleaned up unused data from the worldpak format. This shouldn't affect most of you, but if you've been using the experimental puzzle editor, know that this version will remove any custom Stage Select colors you've set, as we're doing something different now.
  • Instead of creating a hole in the puzzle floor, pits will now just paint the area in black.
  • Enemy Spikes and Floor Light tiles now glow in the dark.
  • In large stages, the game will now pause and scroll the camera smoothly when going through floor portals that are very far apart (the timer will stop while this animation plays.)
  • Fixed some stages which were slightly too tall that started having scrolling in newer builds from having scrolling when they don't need it.
  • When undoing all the way in a dark room puzzle, the game will now lighten up the room again to match the initial state when starting the puzzle.
  • Removed the stage introduction transition in favor of a quicker one, since everyone was skipping it anyways.

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

  • Fixed aliasing issues on the edges of Stephanie's sprite.
  • Fixed various depth issues.
  • Fixed edges of some sprites having black garbage pixels/weird transparency.
  • Fixed slight animation issue with the slime bar when moving through an electric wire.
  • Fixed where the circle wipe when going in/out of puzzles would be misaligned.
  • Fixed where the slime bar showing world progress on the World Select screen would show too much slime when you hadn't been there yet.
  • Fixed the heat distortion effect getting extra wobbly when the camera moves around.
  • Fixed a bug where slime traps would sometimes clear their tile again on undoing, making the puzzle unsolvable.
  • Fixed a bug where stages which take longer than 59 seconds couldn't register on the timer as being beaten, despite the game supporting puzzle times up to 9:59.999.
  • Fixed the slime bar measuring your progress in a stage from going off the left side of the screen if the puzzle is huge.
  • Fixed the game camera not tracking the player properly in very large stages.
  • Fixed lava tiles sometimes being solid black when undoing, instead of showing lava there.
  • Fixed a bug where lowered blocks that should rise when their corresponding keys were touched (or otherwise their toggle condition was fulfilled) wouldn't rise if you had gone over them in Steel state.
  • Cracked floors should no longer block laser beams.
  • Electric Wires have been properly insulated and will no longer activate nearby lasers when you move through them.
  • When starting the puzzle, the game will no longer show the puzzle as a dark room for a single frame.
  • Fixed a bug where the dark room stage boundary would draw above the circle wipe when leaving the stage, as well as certain other effects.
  • Fixed an undo state sync issue where lasers that were enabled by the electric floor after being toggled would never forget that, so when you undid and then toggled them again, they'd go "yea ok" and stay activated.
  • Electric Wire Base panels will no longer make Stephanie face towards the direction they'd take her if she was in the Electric state if she's not currently in that state.
  • Fixed a depth sorting issue with level intro/exit transitions and various other graphics showing on top of each other when they shouldn't have.
  • Fixed depth sorting issues when multiple Spike Enemies are occupying the same tile.
  • Fixed animation issues with Spike Enemies and Warehouse Boxes.
  • [Editor] The game will no longer show black for one frame when resizing the puzzle (this is related to the single darkness frame fix above)
  • [Editor] When toggling if a room should be dark or not, the game will now respond immediately, rather than having to restart/reload the puzzle.
  • [Editor] Fixed puzzle graphics being weirdly offset when hovering your mouse over editor windows.

===== KNOWN BUGS =====

  • Once in a while, undoing the very first step of the puzzle doesn't affect some puzzle elements, but we're not able to reliably reproduce it. If you figure out a way, let us know, as this causes the puzzle to be desynced!

Files

Blobun (Early Access) (Windows) 17 MB
Version 9 15 days ago
Blobun (Early Access) (Linux) 19 MB
Version 9 15 days ago

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