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Version 1.2 released

Hey all,

We've put a new version up for download. Some features:

  • Improved chipsets and nicer maps
  • Crates can now be pulled as well as pushed. About time.
  • Some bugfixes related to BGM and crashes in a few savegame edgecases
  • Minor map edits to make some areas less/more difficult or tedious
  • More cut-in art and revisions to the existing screens


Hope you enjoy the update! For the foreseeable future, divergence is complete. We might come back to make a few more sectors one day, but right now none of us have much time to commit to the project and the game seems to be paced and structured nicely as is. Thanks for the support.

Posts

Pages: 1
CashmereCat
Self-proclaimed Puzzle Snob
10408
Crates can now be pulled as well as pushed. About time.


You don't know how happy this makes me. So many RPG Maker puzzle games are so unnecessarily similar due to the push-only mechanic. In my new game you're going to be able to pick up boxes and place them anywhere. We need more dynamism in puzzles. This is a step in the right direction.
In my new game you're going to be able to pick up boxes and place them anywhere.

^ Reminds me of A Blurred Line, where you could also freely pick up stones if you got captured by Lazer Teeth in the opening, although you had to throw them and weren't allowed to just drop them.

Still, there's no reason for it not to work. I should probably think about adding a puzzle or two like that to Nihilo. We're in an early stage of development, but there's already a functional boulder puzzle that's also push/pull, and "move stuff around" puzzle should be good for a sidequest or two somewhere in the middle of the game.
Pages: 1