Release Update - Build V1.5


Hello and welcome to our first Update on our Public Release. We've received a lot of feedback from playtests online and in person and have made some adjustments to our gamed. We at team Tomato Tomato want to thank everyone for the time you've put into sharing your feedback with us. It is very appreciated. 


Update on the Visuals:  

-As we continued our QA process we noticed the Salaryman didn't have the correct animation. His suitcase was supposed to inflate to indicate the attack, but it didn't. We reimported the animation, and it has now been resolved. 

-Iteration on fun environment. We updated the colors and how the colors explode into the world when the environment transitions from a dull place to a clownified heaven.

- Statue stages were unclear making the statue event confusing. To fix this issue we adjusted the Statue's size and added a "clownify" shader to tie in the statue with the rest of the clown environment. 

- During big waves of enemies, the confetti takes over the screen, we’re adjusting death vfx for grunt enemies to lessen visual noise. 

- Fixing visual bugs such as flickering textures, z-fighting and wrong VFX playing. 

- The Manager enemy animation initially didn’t feature the squash when bonked, despite blendshape being set up and the rig imported into the engine. This has now been fixed and is correctly implemented in the latest version. 

-Salaryman's arms start off fully black, this is fixed now to the appropriate green color. 

- During playtesting we got the feedback that the blue and pink balloon colors were hard to tell apart for people who are colorbind, spots and stripes have been added to the texture so that color isn't the only difference between the balloons. 

-Fixed suitcase blendshapes on Rolling Enemy rig, and blend shapes on Big Enemy Rig. 

- Stamps now slowly disappear from the floor to prevent visibility issues. Stamps remained on the ground after a player "bonks" their hammer. To help reduce the visual noise we now have the stamps pop out of existence after a certain amount of time has passed. 

Known Visual Bugs: 

-Sometimes when the clown falls in the water, it doesn't play the concussed animations. This is a known bug. 

-The clown now works with a locomotion system, with directional walking. In the previous build it appeared that some of the blending wasn't working properly. The hammer is supposed to follow the top half animation, but it was following the lower half during the attack charge. This is a known bug. 

-Carl, our car, sometimes stop animating and the wheels will not be moving. 

-The UI does not always flash the correct color to indicate whose turn it is to heal the car. 

Update on Game’s Design: 

-We Iterated on enemy waves that overwhelmed players. We received feedback that some areas of the game spiked in difficulty suddenly. By iterating on the wave systems we hope to lessen the intensity so the game feels a bit more fair.   

-We iterated on the Salary Man. Previously the enemy needed to be hit together, but now the enemy can be defeated when players 'bonk' the Salaryman one after the other.  

- Players often did not realize how to start the game, with this update we’re adding tutorial billboard and objective to help demystify the starting process. 

- Update some objective text to convey the right information. The text was ambiguous or didn't describe the objective in a clear way that left players guessing on what to do and becoming confused when they misinterpreted the objective hint.

- Removed set dressing that interferes with the gameplay.  There were a few pieces of set dressing that negatively impacted the gameplay such as the Concrete Orbs during the statue event. By removing these orbs we hope to allow players an easy time navigating the environment. 

- Added more billboards for players to bonk! To many of the billboards were placed high up leaving players no opportunity to interact with this fun feature. 

- Clowns now call for “Help when they need two players to hit something at the same time  

Known Bugs

-Sometimes our enemies spawn into the ground and therefore get stuck inside the ground mesh. This mostly happens in the waves after the player first encounters the Salaryman. 

-CEO's hitbox is quite small and landing a killing blow is quite challenging. The VFX of the CEO's defeat does not play at all. 

-Pausing the game with mouse and keyboard can result in needing to restart the build. 

Update on technical implementations

- Roads over water were an issue in the previous build, especially in the last section with the curved road that is floating, with this new update, we fixed them by adding a new bridge mesh to all roads that went over water. 

- Adding in the correct AI by making use of the leader enemies. This was not implemented throughout the entire build, but we found some waves that could make good use of this AI system.  

Get Going Bonkers!

Leave a comment

Log in with itch.io to leave a comment.