v0.1.0: Arcade Mode Rework and Level Shuffling!


Hello again!

I'm excited for this release! The game is really starting to come together now! One thing I was hoping for the initial release was that people would get to try the arcade mode, however, it was made clear to me that it was not framed in a way that players were properly introduced to it. It was also way too challenging with its move limit system. This update seeks to fix those issues.

Patch Notes v0.1.0:

Arcade Mode:

  - Move Limit Removed.

    One important bit of feedback I received was that the arcade mode wasn't encouraging the kind of free-form experimentation that it implies that it does. There was a move limit on the player and you could get more moves by playing well. This forced the player to carefully consider every move and is interesting in its own right, but was an unnecessary barrier, so I've simply removed it! Perhaps some time down the line, I'll rework a "challenge mode" like that in, but today is not that day. Going forward, I plan to implement a garbage dispensing system to pressure the player once they have popped large chains.

  - QOL: Arcade Mode is now unlockable.

    Upon completing the tutorial, you unlock Arcade Mode! The game will highlight this now.

  - QOL: Arcade Mode is the first Title Screen option once unlocked. 

    The original "Play" button becomes a "Campaign" button. Personally, I feel that the Arcade Mode is the heart of this game, and before it was not framed in a manner that made this clear. Now it is front and center!

  - New Arcade Mode Checkpoint level added to the tutorial.

    The final level of the tutorial now is a chance for the player to dip their feet in the arcade mode! Upon getting a 1 chain in this mode, Arcade Mode is unlocked.

  - Bug fix: Arcade Mode now ends properly if you fill the entire screen with blocks.

Other:

  - Several levels have been moved in the campaign to better reflect how relatively challenging they are.

    "2place_2len_2" moved to tutorial

    "trigger_3" moved to be later

    "tailing_1" moved to be earlier

    "4_color_2" moved to be later

    "stairs_3" moved to be later

    The final 10 levels or so have been shuffled around to reduce chokepoints

 - QOL: "How To Play" is now incorporated into the campaign overworld. 

    Players may revisit it whenever they want without deleting their file.

  - New level "chain_1" added as the first level in the game.

    It is meant to give new players a chance to get the hang of how the snake moves and drops blocks. Players who have already played the tutorial will have this level considered complete.

  - QOL: UI acknowledges a "Power Chain" when the player breaks groups of more than one color or more than 6 blocks of a single color at once.

  - QOL: Level UI shows button info for pause and exit buttons. 

  - QOL: Pause Screen now displays the current level number and name.

  - QOL: The Patch update button is now accessible by keyboard.

Thoughts? Let me know!

Thats all for now!

-Taylor

Files

hebi-hebi-win-64.zip 62 MB
Version 0.1.0 Dec 16, 2020
hebi-hebi_osx.dmg 38 MB
Version 0.1.0 Dec 16, 2020

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