Streamlining of Levels
Frame - Portals on Steroids » Devlog
This update exists thanks to jinke, Ömer Talha and MW-Systems who play-tested frame. Due to their invaluable feedback I could identify several bottlenecks in the level design. Based on that I implemented a lot of features to improve "communication" with the player and provide a more streamlined experience:
- the level exit can be clearly visualized, to give players some direction
- an animation demonstrating the connections between frames
- an animation demonstrating the connection between buttons and actions
- redesign of several levels, where it turned out that the level-design based communication was a bit too subtle
- redesign of arrows (show movement of objects), to increase visibility
- unlocked hints are shown in the menu, are enumerated and stay unlocked when restarting level
- change of paint-gun behavior: the paint-gun had a subtle but important behavior that was difficult to understand for players. So I changed the paint-gun to behave as players expect.
- several new "tutorial-levels". With these some hard too grasp mechanics are introduced slower and thus difficulty spikes are flattened.
- redesign of some levels to avoid exploits/cheese
- timed buttons give an audio feedback
Additionally to all these improvements there is also a new level, playing with the paint-guns capability to shoot through frames.
Last, but maybe least, there are two bug-fixes, too. One bug could lead to invisible walls in very specific scenarios and the other one could lead to the same sound being played twice at the same time.
Files
frame-win64.zip 405 MB
Version 0.3 Mar 28, 2021
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Frame - Portals on Steroids
Thinking with portals is easy. Now try thinking with frames.
Status | Released |
Author | MechanicsDriven |
Genre | Puzzle |
Tags | 3D, Abstract, DRM Free, First-Person, Gravity, mind-bending, non-eucledian, Physics, Singleplayer |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial, Textless |
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