Post Launch update!

Hey everyone!
Thanks for playing N Step Steve. Since the game launched two weeks ago, there have been a lot of people playing this game and saying nice things about it, so thank you all!
However, the launch hasn't been without issue. People have been reporting bugs in the game, which I've tried to fix. But it appears that new bugs have been appearing, possibly in response to my attempts to fix them. I'll keep investigating these reports, but keep in mind that I can only do so much as a single person.
(Sidenote: you may want to check that "enable old bugs" in the "gameplay settings" is off unless you want buggy behavior. It's supposed to be off by default, but ironically, the original impelmentation was bugged.)
Besides bugs, people have also been reporting that, when trying to collect every secret, a certain type of secret becomes very tedious to collect when you only have a few left. I also felt this during my 100% completion runs of the game, but by the time I noticed the issue, it was much too late to change it without delaying the game significantly.
Actually, I think this problem and (some of) the bugs were a symptom of the same issue: I made the mistake of not doing full game playthroughs for large portions of the project. Even doing one of them every two months would have shed light on these issues much earlier and given me more time to fix them. Though I guess the game still ended up "good enough" regardless (if player feedback is any indication.)
I plan on making a "radar" for some of the secrets that you can access once you've found enough of them. However, I'm still not sure how I'm even going to implement this "radar." For some of the secrets, simply showing where they are won't provide enough help to get them. Showing the room where you need to [redacted] would be a better hint, albeit one that's much harder to implement. (I'd have to manually assign a location to each secret, unless I find a clever way to automate this? Hmm...)
Also: I do plan on making the level editor better! Eventually. As I said, I'm only one (somewhat busy) person, and I'd like to take a break after the roughly 18 months of work I spent bringing part 2 to fruition.
In the meantime, thanks again for playing!
N Step Steve: part 2
Status | Released |
Author | Ethan Clark (EPICPIKAGUY) |
Genre | Puzzle |
Tags | 2D, Animals, Cats, Singleplayer, Sokoban |
Comments
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Please add an Rot13: (SPOILERS) Vzntr Fvta ohg gung znl or gbb uneq gb vzcyrzrag. Also add a sign, ivrjsvaqre, and also change the color of the cat, add more map colors (Or add a color picker!) and also the old music tracks (Or custom ones!) or add wormholes and locked blocks (with custom keys) to the editor. Thank you
I don't know if I'll update the level editor again, BUT: I think it is very possible that, some time in the future, I'll make a "5/N Step Steve collection" that has remastered versions of all the games and a much more powerful level editor. That depends on how much demand there is for such a thing, though. (I know you're not the first person to express the sentiment of "I want more of this game," and I'm certainly grateful for the support.)
I think you can make it like Super Mario Construct with the top floating bar for the categories. (Btw they updated it to be down instead.) Also make it so you can hide it. I know this is too much but these are just suggestions. Make it so it tracks the Steve’s trajectory (make it the main one) after you playtest. (Make this toggleable.) Edit: Added the “)” after “instead.”.
pls add a setting to remove all double teleport collectable, because i used the bug to skip most of them :(
Something really cool that shouldn't be considered as a bug : If you use a checkpoint with a zero on it, Steve won't be able to die from the limited steps ! I think if this happens, the counter for the steps should be changed, since the counter still goes down despite that.
that's intended and not special thing
think: steve dies if "the counter reaches zero when a move ended"
That's why the counter should change from the normal counting down one to a red infinity symbol until it steps on a normal checkpoint.
then it becomes "special gimmick" rather than a "natural behavior". I think it should be considered as natural behavior
This is so that the player won’t keep dying over and over again.
Steve has "spawn protection", and won't die before you make your first move after spawning in a room or on a flag. When he spawns on a zero flag, he won't die because of spawn protection. When you move, the step counter is decreased by 1, and is not equal to 0, so steve won't die
That’s indicated by the pink striped tile