1. Isles of Sea and Sky
  2. News

Isles of Sea and Sky News

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

Patch - v1.0g

Bugs
  • Fixed a crash that could occur if a steam cloud save was corrupt.
  • Fixed an issue with dragonflies appearing on the wrong screens if the player moved between rooms during the dragonfly’s animation. Dragonflies also now instantly reset if the room they spawn in is reset.
  • Fixed an issue where the player could sometimes move briefly after an object left a river.
  • Stone elementals now properly break metal blocks (bomb blocks).
  • Fixed an issue with stone elementals riding multiple tornados in a row.
  • The file select screen now displays worn items correctly.
  • Fixed a bug where a hidden crystal could remain invisible after being revealed.
  • Attempted a fix at screen flickering in windowed mode for streamers.
  • Snake Eyes now properly display in Raging Volcano C4.
  • Fixed several problems with legendary items display and animation during certain cinematics.
  • Fixed some collision / tile errors.
System
  • Testing new Steam cloud save code which better checks file integrity.
  • After cutscenes in the Sanctum, the player can now reset the room and return to their original spawn point.
  • Removed a handful of redundant game save calls.
  • Testing unlocked window proportions in windowed mode.
Gameplay
  • Added a portal exit for the player to the upper right area of Sanctum C0.
  • Removed the dead end secret path from Raging Volcano E1 - E0.
Art
  • Art for water elemental copies of metal blocks (bomb blocks) has been added.
  • Added an Eye of Horus to a couple spots where it was missing.

Beta Testing v1.0g

If you are interested in checking out the new features and providing feedback and / or bug hunting, please join the Discord where we accumulate feedback: https://discord.com/invite/gvPcDv2
Otherwise, this is what's in the works:

[h2]v1.0g[/h2]
Bugs
  • Fixed a crash that could occur if a steam cloud save was corrupt.
  • Fixed an issue with dragonflies appearing on the wrong screens if the player moved between rooms during the dragonfly’s animation. Dragonflies also now instantly reset if the room they spawn in is reset.
  • Fixed an issue where the player could sometimes move briefly after an object left a river.
  • Fixed some issues that occurred when stone elementals went through multiple air elementals in a row.
  • The file select screen now displays worn items correctly.
  • Fixed a bug where a hidden crystal could remain invisible after being revealed.
  • Fixed several problems with legendary items display and animation during certain cinematics.
  • Fixed some collision / tile errors.
System
  • Testing new Steam cloud save code which better checks file integrity.
  • Testing unlocked window proportions in windowed mode.
Art
  • Art for water elemental copies of metal blocks (bomb blocks) has been added.

What's Next? - Upcoming Features and Changes

Currently I'm working on a few important features and changes for the game's first major update. I think this update will greatly improve quality of life as well as making the late game a much more fun and smooth experience.

Here's a preview of two things in the works:

Exit Island Feature
You will be able to exit any island from where you entered, using the pause menu. No more hassle of backtracking / navigating through areas of an island that you do not want to revisit.




Albatross Rework
In addition to some other tweaks to the Frozen Spire in an attempt to smooth out its rough edges and bring it more inline with the rest of the game, the albatross network will be reworked as most people rightfully find it extremely frustrating. Currently exploring and navigating the map is tedious and unrewarding. The new version will reward players for exploring, and make travel easier as they discover more of the map.



- Jason