Hey everyone!
LightBreak's demo was updated
following the feedback from players and our telemetry data via steam.
We're looking to build the most engaging version of the game and iterate on the game's pacing through rigorous testing in our Free demo.
Update Notes for version 0.0.2:
- Preview of Memory Fragments: Access spatio-aural puzzles related to ava's memories in level 7. You can play the teaser for this mechanic by searching the environment for related sounds, and manipulate physics events to create the desired sounds. (for example, drag a candle on some dry wood to create the sound of fire!)
- Game Difficulty Adjustments: The first few levels are aimed to teach players the core mechanics, their length has been adjusted.
Difficulty now dynamically increases from level 5 and beyond. This includes faster timing and more melodic and instrumental variety.
- Let It Be: If you're stuck on a particularly difficult melodic facet, you can press "Let It Be" in the pause menu to skip it. For now, Let It be has unlimited uses.
- Game feel enhancements:
[*]Swapping Notes now dynamically plays different animations depending on the direction of the final destination.
[*]Other Notes move reactively to predict where the player wants to drop the grabbed note.
[*]The grabbed note communicates with other notes to determine the best time to move back into its destination.
[*]Camera movement smoothing are now through eased tween animations
[*]The Tuning peg audio no longer cuts itself off, and game's audio now stacks correctly on top of itself so playing many notes in quick succession sounds a lot more natural
[*]Reworked core system hierarchy to make sure elements are always centered on the screen
[*]Cutscenes have Parallax depth wherever appropriate. This is done through a smart automatic system.
- Bug Fixes:
[*]Fixed an issue where players would finish interaction with the Saaz but the game did not detect all of the puzzles have been solved.
[*]Fixed an issue where the tutorial texts would appear in inappropriate camera angles, they now are fully aware of the state of the camera.
[*]Synced the behavior of the game mechanics across input methods, now the game should work identically with mouse and various input controllers.
[*]Game Optimizations for frame-time stability on the Steam Deck. We're only beginning to investigate performance on the steam deck. while the game is entirely playable, some areas can experience frame drops. This will be fixed in the upcoming updates.