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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

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CashmereCat
Self-proclaimed Puzzle Snob
11638
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.
Some stuff, bug or not:

Opening the inventory with TAB and then pressing left arrow will crash the game due to an IndexOutOfBoundsException. I'm so sorry for the couple of reports psy_wombats might've received from me if the game managed to send them, as it'll make this redundant.

The first room immediately north of the Sector 3 entrance has a propensity to frag players due to the space colliding(?) box being placed just so that the leafy-world's southern wall is loaded in, causing players walking into it to get thrown left out of bounds as opposed to north into the box's aura of influence; It took a few tries for me to progress into the room proper, and the fact that the last checkpoint room is back in Sector 2 despite there being a relatively safe area (the aforementioned Sector 3 entrance) nearby made this a tiny bit frustrating.

I feel like it'd be nice to have a slightly bigger visual hint for the location of the research notes in the shifting area after the Blue Card Key. It feels a lot better hidden than every other collectible in-game.

The pull feature is kind of weak in every other direction other than south when it comes to holding-the-key-down-and-moving; It appears the grip on the boxes is lost easily if the character sprite is not overlapping the box. It's almost more efficient to rely on the box getting magnetically pulled to the character if they're standing at the very edge of the interaction zone in non-southern directions. Not sure if this is intentional.
Thanks for the reports -- the homemade bug collection server is long dead at this point. I'll see if I can work in some of this feedback if I ever get to porting this game to a non-Java engine.
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