Monday, December 26, 2016

The Morphine Western Revenge v1.1 (and more)

Week One Patch Hype!

Thank you to everyone who's played The Morphine Western Revenge so far! It has been a pleasure to hear what you have to say about it and watch you play it. Getting feedback of any sort not only helps me improve the game, but it's also one of the most validating things I can experience as a designer. Please continue to let me know what you think!

I've made some small changes and fixed some bugs in response to player feedback. Here's the complete patch notes:

-In "accessible mode," ammo acquired from dropped guns is doubled.
-In "accessible mode," enemy accuracy has been reduced.
-The game now indicates when dialogue and intro credits can be skipped.
Bug fixes:
-In level 1, if the player moves using the arrow keys, the tutorial prompt for movement will now disappear.
-Enemies now properly collide with the player character, preventing scenarios where characters clip through each other.
-When you pick up a weapon for the first time, it will always be fully loaded, regardless of the level from which you started the game.
-Enemies at the very bottom of the screen are now affected by bullets!

You can play the new version at Gamejolt and

Also, I've been pretty awful at self-promotion so far. While I will put in greater effort in the coming weeks to get the game out there, any help you can provide by sharing, reblogging, or retweeting the game are deeply appreciated. And keep making those gameplay videos! They make my day.

Speaking of gameplay videos...


As I've written, one of my greater fears about this game is that it would produce homogeneous experiences. It has been an absolute pleasure to have been proven wrong. As I've watched live playtest sessions, as well as the gameplay vids some of you are throwing online, I've been surprised by how differently each scenario plays out from how I've envisioned it.

Here's some footage of the game's first two levels from "Just Gameplay, No Commentary," in which the player attempts to progress without using morphine, and largely without using guns. This is a far cry from how the game is meant to be played, but it is a mostly successful (and entertaining!) run. (Let it be noted that the bug at the end in which enemies at the bottom of the screen are undamaged by bullets has just recently been fixed.)

And here's some footage from my very good friend Turtles of the second level boss encounter, which goes horribly awry on many levels. (Again, let it be noted that the bug that the player exploits to kill the first big guy has just recently been fixed, very special thanks to Turtles for documenting it for me!)

Other News!

A small joke game I made for my sister for Christmas last year, "Darcy's Yurt Adventure," is now publicly available on the Games page. I had kept it unlisted due to the highly personal and unpolished nature of the game, but it is a game that I am increasingly fond of, and we really don't have enough autobiographical games out there, do we? Play it and be befuddled by inside family jokes at your own risk.

Speaking of unpolished games, I am working on more formally organizing a separate page for my complete collection of old, shitty, and incomplete works, including games that date back from my middle school days. I do want to document and preserve these games for posterity's sake, but I definitely don't want them awkwardly hanging out at the bottom of the page. Look out for that soon.

Finally, I am making a short game for a Secret Santa jam. The game is about stupid things that walk into each other, and it will be out during the first week of January. Here's some footage from the first day of development:

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