Another 8 months, another update! This update, v0.6.5, adds more survival-oriented features to the game, as well as an opening cutscene to provide a little context for the adventure.
Still no ending, but I felt that adding a beginning first was important.
Featuring:
An opening cutscene
Hard mode
If you die, your items are dropped in a gravestone where you died
You have one life to try to recover your items
If you die again, your items in the gravestone are destroyed!
Optional hunger
You get more hungry over time, and eating reduces hunger
Being hungry reduces your max health, but you canāt die of hunger
Paired with hard mode, this can lead to some intense moments!
New food item
New ranged weapon
Pebbles and grass now spawn randomly on the ground
New item pickup sound
Reduced enemy spawn rates
Light blocks can now be toggled on and off
Adjusted crafting recipes to make tools simpler to craft
Plants now drop 1-2 seeds instead of always dropping 2
New and changed log entries
Improved word wrap in log entries
New hunger notification messages
Added queue for notifications
Trimmed SFX sizes to reduce bin size
Seedlings now must be placed on a grass tile to grow into a tree
I have released another update to Planet Escape in the main post, v0.6.9! As @jonne mentioned in one of the Pokitto+ teasers, Iām working on multiplayer for Planet Escape, but this release is intended to be the last one without multiplayer. Multiplayer is well on its way, and I already have all the fundamental multiplayer features working, but there are still lots of things I still need to do. This update consists of a lot of bugfixes and quality-of-life improvements, along with a handful of new features, but nothing major.
The new features include:
Added numeric status effect timer in inventory, showing how much longer a status effect will last
Gameplay adjustments
Larger player slash collision box
Coyote time for more forgiving jumps
Adjusted player acceleration, allowing for more precise position adjustments
Consumable items no longer are used when player interacts with a chest or crafting station
Changes to spawning logic
Enemies now despawn if far enough away vertically
Night creatures now spawn based on darkness level rather than time of day
Lowered spawn rates again
Pickup sound now plays when crafting
Fixed long-lasting bug when drawing entities near world boundry
While I previously planned to feature multiplayer in the next release of Planet Escape, I decided to work more on finishing the singleplayer campaign after the delays to the Pokitto+ release.
This release, v0.7.0, finally contains the ending! The game is now mostly feature-complete, with full progression from start to end.
I hadnāt played this since getting my Pokitto, but clearly I didnāt give it the time it deserves. I loaded the latest update, and I have to say Iām really hooked! Iāve played a ton of Terraria, and this definitely scratches that itch really well. This is now my favorite game, and will hands-down be the one Iāve played most on Pokitto. Really awesome work!
Unfortunately, I think Iāve hit a softlockā¦
Possible spoilers
I got to the first boss in the underground spaceship. In my first fight, I died. On the second fight, I got farther, but died again. So I got better gear, brewed up health potions, and was feeling more confident that I would win. But when I went for my third attempt, it just wasnāt there. Itās little panel in the middle of the room is just missing. And from what I can tell, I think I need to defeat it to continue with the tech tree? Is there a way to respawn it?
Edit: I restarted my game file - it was actually pretty quick to catch up after I knew what I was doing. And then I beat the game! Or rather, version 0.7 . Super fun stuff!
Thanks for playing the game! Iām really glad you enjoyed it. Terrariaās progression was a big inspiration, although that game benefits a lot from having a ton of content. Planet Escape is actually starting to run up against the maximum bin size for the Pokitto, so I canāt add much more content. I have ideas for expanding the game further, but if I ever do that, it might have to be on a future platform. There are still a few quality-of-life changes I would like to fit in, and Iām still hoping to eventually finish the multiplayer.
Do you have any details about what you remember from the last fight that you had before the softlock? Iām trying to figure out how it might have happened.
For anyone who gets softlocked in the game in the future, if you send me your save file, or if youāre comfortable with a hex editor, I should be able to fix it or guide you through fixing it.