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Welcome to a very special devlog to mark our official release! We’ve made several updates, including
Our beta version went incredibly well, so we wanted to make some small tweaks to ensure that everything runs smoothly. We made “home” a big old dumpster that you can’t miss. That way, the objective “go home” has a crystal clear meaning. On top of that, we increased the speed difference between when you carry the babies and when the babies are following you. While more convenient, carrying babies should slow you down, and we’ve made that extra obvious. Furthermore, we added some bonuses for the scenes you see when you hit “game over”, both for victories and losses. We hope that seeing these will give our game that extra juice and that you’ll feel a true sense of accomplishment or disappointment (accordingly). We also made some crucial bug fixes in order to present the most effective experience possible.
Looking ahead, this is the end of the road for us, at least when it comes to the near future. This is the end of our collaboration as a team. If we were to continue work on Mission O-Possumble, we would like to add more levels and diversify our pool of enemies so that players can experience new kinds of puzzles and develop different strategies. We would also like to improve the minimap. We would like to put more symbols on the map so that the player can make better sense of their surroundings using the minimap feature. Another thing we would like to include in a future version would be a commissioned soundtrack to best underscore our story.
Slimy Bursting Trash Gremlin Steak Studios
Watch our trailer.
Mission O-Possumble just got an update! We've got a few changes for the beta release:
This update focused heavily on level design and ensuring the player has a less tedious experience. We wanted to have just the right amount of action and resource management. Carefully plotting out where the player can rest and assess before delving into the waves of angry raccoons and mobs of - well uh... mobsters - is key to helping the player complete their journey without too much heartache. Additionally we spent some time on the aesthetics to give the game a more unique style, and of course plenty of bug fixes.
For our next update, we plan to dig deep and get rid of any more bugs that are hiding from us. More refined artwork and animations will be made, too. Finally, we want to make sure everything is nice and juicy.
See you next time!
Slimy Bursting Trash Gremlin Steak Studios
Your mission, should you choose to accept it...is to try the newly-released alpha version of Mission O-Possumble!
This past week, we've made some significant updates, including:
This version has been largely about making large improvements in the ideas we already had in motion. We felt like we hadn’t delivered on the big promises made in those ideas by not highlighting them in our previous version, so we made sure that you can’t miss them this time around. We also polished it up nicely so that it’ll run smoothly because we had been facing significant performance problems and bugs and that it’ll look like more of a finished product than just a work-in-progress.
In the future, we’re looking forward to adding collectibles that will grant power-ups to vary gameplay and allow our player to experiment with new mechanics. We’ll also work on adding more levels and modifying our existing level so that we can extend the player’s experience and introduce concepts more gradually. Plus, we’ll add new obstacles so that the player can fully utilise the jump function and have more difficult levels to solve. We’re excited for you to see everything that we’ll do and can’t wait to hear what you think of what we have going on right now.
Slimy Bursting Trash Gremlin Steak Studios