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Isles of Sea and Sky News

Nominated for Best GameMaker Game 2024!! Please vote for us!

Woohoo!! We are honored to announce that Isles of Sea and Sky has been nominated for ⭐Best GameMaker Game 2024!!!⭐

Please vote for us here! ⬇️
https://gamemaker.io/en/blog/gamemaker-awards-2024-voting


Thank you very much! 🙏

Beta Testing v1.2!

v1.2 Beta Test

[h2]v1.0 -> v1.2?[/h2]
v1.1 Ended up becoming much larger than originally expected. This update is large enough that it warrants skipping ahead in my versioning system.

[h2]Feature Preview[/h2]
The full patch notes are available on Discord, and will be posted here on Steam when it is ready for release. In the meantime, here’s a preview of some of the major changes:

  • An “Exit Island” feature has been added. You can now quickly exit an island onto the overworld from where you entered using the pause menu.
  • Frozen Spire Albatrosses have had a major rework.
  • Quality of life improvements such as clarity of puzzle accessibility (Whether or not a puzzle is solvable at the moment).
  • All islands now have a map excluding the Serpent Stacks.
  • Romanian language has been added.


STEAM DECK VERIFIED!!!

For some reason, this has been one of the most exciting moments for me along this game dev journey. It's not necessarily that huge, but I am ecstatic to announce that Isles of Sea and Sky has been officially approved for the Steam Deck!



- Jason

Isles of Sea and Sky is joining PixElated Fest July 29th!

We love pixel art games, and we know you do too! So, let’s celebrate together 🎉 We’re super excited to share that Isles of Sea and Sky joins PixElated Festival today! This festival is featuring some of the best pixel art games on Steam. From retro-style classics to contemporary indie gems all in one place!

Check out the official line-up and more information about the event here: http://pixelatedfest.com/

Isles of Sea and Sky is a part of IGF Celebration Days on Steam!

We're excited to announce that Isles of Sea and Sky is a part of IGF Celebration Days, a digital showcase celebrating upcoming indie games, Independent Games Festival nominees and winners, and the players who love indie games!

The event is hosted on Steam between July 11th to 20th. Check it out here: https://store.steampowered.com/sale/IGF_CelebrationDays

The game will be discounted 10% throughout the event!

v1.1 Preview: Improving Clarity

In a previous post, I talked about two major features that will come with the upcoming v1.1 content update: The Exit Island feature, and an overhaul of the Albatross system on the Frozen Spire. In this post I'll talk about a major design focus in v1.1: attempting to improve clarity in order to create a smoother and less frustrating experience. There are several changes in the works, but presented here are two specific examples of what's to come.

One of the first improvements is an art update for the four main rune stones. The rune stone found in each god room of the four main islands is required in order to get 6 gems and progress further in the game. This is not always clear to every player, so in order to make the rune stones more noticeable, enticing, and visually distinct from the local gems, they've received a make over. All 6 rune stones now also produce a much more obvious effect which implies availability. Improvements like this are not meant to solve every problem, but combined with many other adjustments big and small, reduce the possibility of players overall becoming frustratingly stuck with no clue what to do next.



Another major focus has been updating individual puzzles to better communicate if the puzzle is accessible. Some puzzles currently allow too much freedom of interactivity with no ability to solve until a later time.

In this example from the Tidal Reef, the player can still experiment after obtaining the gem on the left, but will quickly come to a very obvious impasse created by the blue rune lock in the middle of the puzzle. With a clear roadblock added to the choke point of this puzzle, the player has no way to move past and no other options, and will hopefully feel satisfied that nothing more can be done until later:



Here is an example from the Raging Volcano. Previously, the player could confusingly reach the puzzle and interact with many of its elements, but could not actually solve it without the Salamander Shirt. It wasn't immediately clear if the player needed a new power, or if they were simply missing a hidden "AHA" moment key to the puzzle. The solution for clarity in this case was simple: Runways of lava cracks which are one tile too long were added, which prevents the player from entering. This communicates plainly and immediately that the puzzle is just not physically accessible without a new tool:



Thanks for reading! I'll continue to do my best, and can't wait to share this update with you!

-Jason