
Bonsoir, hope you all have been doing well in these weird times. I’m Christophe Galati, the creator of Save me Mr Tako. It’s been a while since I last talked about Tako in an extended blog post. A lot has happened but I never did a post mortem article as for me things were not over for the game. As you can see with the article title and preview image (drawn by Valentin Seiche), an exciting new day has come for Tako. I’m writing this post to tell you about what went down and what is planned for the game in 2021:
Patch note :
- Better game physics
- Better camera behavior
- Improvements of hat and ink systems
- Improved level design
- Rebalanced enemies IA
- Many bug fix
- New and rebalanced difficulty mode (hearts)
- Hint System
- New visual options (auto color palette / Photosensitivity mode)
- Juke box ♫
- New UI elements (speaker arrow, key items…)
- Other changes (localization, borders, control page…)
- More things for you to discover
1) Quick postmortem and Revival goals
Save me Mr Tako is the first game I created as an indie. I was 19 when the development started (back in 2014), I spent 4 years working on it mostly on my own (with the help of composer Marc-Antoine Archier) before getting published in 2018. Tako opened the doors of the game industry to me and I learned many things along the way during the development. My main goal was to create a real tribute to the GB era and mood, to tell a story with the scale and cast of a JRPG. I believe I succeeded in that goal, but after years of development I couldn’t feel the game difficulty anymore, I fell into many traps due to my lack of experience and desire to be as true as possible to the Game Boy. The game was also marketed as a cute Kirby-like platformer, so players wanting to get a fun platforming experience were bothered by the amount of story and surprised by the dark undertone of the game, while players in search of a JRPG story were frustrated by the game difficulty and were getting lost. I didn’t expect that outcome at all, while I was happy with the game reception and that it touched many players, I really wanted to improve its balance and polish those rough aspects I couldn’t see before to make it more accessible. So I watched many streams, read all the reviews and started making a patch soon after the release. Unfortunately the patch was never released and time passed with the game staying the same. Last year for the game's two year anniversary I announced that I had parted away with my former publisher Nicalis, resulting in the game being removed from the stores (Steam and Nintendo eShop). Because the game was delisted and is now under a new publisher, we are unable to patch the existing game and instead need to deliver it as a new title. Unfortunately this means anyone who previously purchased the original game will still have to purchase this new version to enjoy all the new content. I contacted both Valve and Nintendo to see if I could do a special discount for players with the original version in their library but unfortunately it's impossible. I wish things would have gone differently, but otherwise the game would have stayed stuck in its original and flawed form.

2) Improvements and rebalancing
In this section, I will describe how I improved the existing features and content. I was still learning programming when beginning the development and I made the mistake of building the game on my bad code base from the original runner prototype. The more time passed, the more I got scared of messing with the code as I was afraid to break things. It’s not the case anymore, so I went deep into it and cleaned many core systems, including the game physics. If you played the original version, you might remember that the collision withs doors and npc was not working sometimes, and that there was a glitch in the invincibility frames, leading to unfair deaths. Those issues are now fixed.I also reduced Tako fall speed, so now he don’t fall to oblivion like a rock anymore and the jump feel more satisfying. A lot of bugs were fixed, making the game more stable than ever and hopefully way more fair.

Another core system I reworked is the camera. One of the main complaints was that as the camera was always centered on Tako it was moving too much, that most of the time you couldn't see danger coming from above. To address that, the camera is now centered a bit above Tako, and doesn't move if you only do a small jump. Before you could only look down, now you can also look up.In the original game, when hitting a switch the camera was sometimes showing you what you opened, but during those cutscenes Tako was not freezed so you could move. I made it that way because in events some testers thought it was cool for speedrunners, but in reality it was a real issue to the players not realizing they were moving and then dying in the cutscene. In the new version the player is locked during those short cutscenes. This pause also reset enemies ink timers, moving platforms are also locked so they don't resume their movement while you are locked. While we are talking about switches, the timed ones now also have a sound effect and icon in the hud.There were many small adjustments like those to make the camera feel more smooth. I also increased the time before the screen fading when you die so players have more time to see what killed them.





The other big task was reworking the level design. I removed a lot of enemies or improved their placement to avoid unfair deaths, while adding checkpoints in long levels. I reduced some enemies' speed, especially those with projectiles. The infamous ones like the ghosts are also more fair, and stop following you when you enter a door. The spiders can be hit while they are still on their web. Many players dropped the game during the graveyard levels, so I reworked those by giving Evan a hat to dodge enemies. I added shortcuts to avoid long backtracking in many late game dungeons and change some of them a bit. I also reworked some bosses that were too harsh (the Sarona boss, the farm boss and the final boss) and improved their animations so it’s more clear you are damaging them.I also reworked some of the sprites to improve lisibility, by removing the black outlines of sprites you can’t collide with. Shortcut bubbles to go back instantly to the boss after a game over were already here, but now there is also an animation showing you when they appear. The cutscene skip has also been reworked and improved. With all those changes, the difficulty curve should be smoother.






3) New Quality of life features
Time to talk about the new features I added in the game! The biggest change was the most requested one, the inclusion of hearts to avoid the one hit death! I added a new mode and reworked the existing ones, so there are now 3 difficulty modes:- Heart mode:

- Standard:

- Classic:












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Thank you all for reading up to here. I can't discuss every issue that was fixed here, but it should be enough to give you an idea of how the game has changed and why. Tako has been a long adventure and learning experience for me, I poured my heart into it and did my best to do the most with this second life the game is given, hope you will give it a second chance. The game will be released on May 5th 2021. I waited a long time to get the game patched and I can't wait for you to experience the game in all its glory in this Definitive Edition. Thank you again for your support over the years, and stay tuned for what will come next for the game once it's back on stores. Have a great day and take care of yourself! - You can wishlist the game on Steam here: Store.steampowered.com - Follow me on Twitter: Twitter.com