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Weekly Progress Report #27

Steam Game Festival Review

The Steam Game Festival ended on Tuesday this week. Overall I think the event was great! PogoChamp didn't set the world on fire, but it did catch the attention of some people who seemed to really enjoy it. I received several messages from people who played the demo telling me they loved the game, and are excited to see more of it. In terms of quantitative metrics, wishlists for the game nearly doubled during the game festival:


Demo Availability & Early Access

In the lead up to the game festival, my plan was for the demo to only be available for a limited time, but after making changes throughout the demo period I've decided to leave it up indefinitely. In the near term, I won't be pushing updates to the demo build, and will instead be working on the "full" build for the Early Access launch. My plan is to release Early Access toward the end of March 2021, and at that time I'll update the demo build as well.

Leaderboards and Difficulty

When I originally assigned the star ratings for each level, my logic was as follows:
  • 1-Star: You beat the level.
  • 2-Star: You beat the level well, demonstrating good understanding of the mechanics.
  • 3-Star: You beat the level extremely well, demonstrating master of the mechanics, including consistent super-jumps.

Part of the reason I did this was as a way to show new players that there were clearly "advanced techniques" to use, and encourage them to experiment to try to get faster times. This also served as a way to get some of the early playtesters to see how far they could push their speeds.

Once I added the leaderboard, it became pretty clear to me that the the leaderboard scores are actually a better way to convey the mechanical depth, than by having aggressive star requirements. Leaderboards are dynamic, they adjust as players discover faster and faster strategies, and now that replays are fully integrated into the leaderboard, they actually serve as a valuable in-game teaching tool. If players don't understand how to get a 3-star time on a level, they can just click on a replay from inside the game, and see how someone else did it.

Because of this change, I am planning to loosen some of the 2 and 3 star times on many levels, to make the game more accessible. This is good for a few different reasons:
  • Being unable to get 3 stars on levels was demotivating & frustrating for some people.
  • Decreasing the variance between the star times means that gate requirements can actually be more strict, since I can expect people to have more stars overall.
  • People interested in pushing the game to the limit still have options in the form of the leaderboard and speed run timer.


Changelog
  • Tweak leaderboard UI, add background darkening when selecting rows.
  • Animated background fade for leaderboard.
  • Select the first row in the leaderboard if you were selecting a row, then changed leaderboard type.
  • Change leaderboard font weight.
  • Clicking leaderboard header will toggle between the different leaderboard display modes.
  • Fix Level Quick Select button not closing the menu when clicked.
  • Disable commands inside level when selecting leaderboard rows.
  • Fixed bug resulting in broken UI when loading a replay from the leaderboard while inside a level.
  • Add leaderboard on / off setting to the options menu so you can fully disable it if you want.
  • Leaderboards will continue to display whichever leaderboard you viewed last (ex: if you switch to the global leaderboard, that will become the default displayed).
  • Fix pause menu not responding to mouse input.
  • Update sound setting to default 75% instead of 100%.
  • Created a new level Flipping Out to replace What Goes Up... in the demo. What goes up was too big a difficulty spike for new players (it will show up in the final game though).
  • Piano changed from level 9 to level 10.
  • Update leaderboard generator logging to be more useful / less spammy.
  • Update empty leaderboard message to no longer reference "friends".
  • Stop goal zone teleport SFX when you skip the teleport animation.
  • Teleporter ambient SFX now plays relative to the camera while replays are happening (instead of just permanently playing very loudly).
  • Camera is now the SFX listener in replays.
  • Show the stop time in replays so you know when they completed.
  • Fix pause menu instantly closing when opened with the esc key in replays.
  • Replay time text no longer word wraps.
  • Replay end time text now uses properly formatted numbers.
  • Loading popup now appears above replay list.
  • Loading popup now causes the background to dim.
  • Fixed bug that caused leaderboard replay downloads to fail if you tried to watch one you just uploaded.
  • Fixed bug in options menu where navigating up from reset button would go to the wrong element in some screens.
  • Fix bug where jump charge bar would appear in the wrong place for 1 frame.
  • Fix bug where jump charge bar would appear active before the player started moving,
  • More changes to prevent frozen ragdolls from blocking the camera at the start of the level.
  • Import new SFX.
  • Added help text tooltip to cannons to aid new players.
  • Added new cannon level to tutorialize cannons.
  • Fixed bug where character would continuously accelerate due to gravity while inside cannons. (Should also fix some strange behaviors when exiting cannons).
  • Updated stats menu so that spacing is better, and it resizes to fit larger numbers / labels.
  • Hitting esc on main menu will select the Exit Game button.
  • Put replay menu row loading on a background thread. This makes sure there's no delay when opening the replay menu.
  • Sliding upward against walls has lower friction.
  • Added Steam Rich Presence support.
  • Fixed collider on The One Ring that made the level unbeatable.
  • Options menu pickers now play slightly different sounds for left and right.
  • Game now pauses when the Steam overlay is opened.

Weekly Progress Report #26

Demo & Steam Game Festival!

The demo for the game has been out since Monday morning! Thanks to everyone who played it and gave me feedback. Most of the feedback so far has been positive, though I think the game kind of self-selects for people who will like it (it's a bit of a niche game). Thank you all for playing and wishlisting the game, it means a lot.

Leaderboards

The biggest thing I worked on this week is Steam Leaderboards. I released an early version of the leaderboards a few days ago, which only shows your friends' scores. Since then, I've uploaded a separate build called "global_leaderboards" which displays global leaderboards instead. You can access the build by right clicking the game in steam > Properties > Betas > and selecting "global_leaderboards".

In the next few days I'll be releasing an updated version of the leaderboard which allows you to toggle between global and friends-only boards, at which time I'll delete the "global_leaderboards" branch.

One of the major features of the new leaderboards will be the ability to view a replay of any score uploaded to the leaderboard. In the below gif, you can see me click on a score to download the replay from Steam. I'm really looking forward to releasing this feature an seeing all the amazing replays!


Second Developer Live Stream

My second developer live stream will happen on Feb 7, starting at 12:00 PM PST. During the previous livestream a set a personal best speed run time for obtaining all 60 stars in the demo at 4 minutes, 14 seconds. I'll be aiming to get a time below 4 minutes during this livestream. I may also do some gimmick runs, like my "fewest jumps possible" run from the previous livestream. Tune in to ask questions about the game or just say hi.

Changelog
  • Update Bumpy Road 2 star time from 9 to 11 seconds.
  • Added Steamworks.net library.
  • Created leaderboard on Steam.
  • Created proof of concept leaderboard uploads & fetch.
  • Update Level Quick Select star icons to match new style.
  • Add image swapping on selection to Level Quick Select stars.
  • Add multi-star icons to sprite library.
  • Added leaderboard UI & populate it with real data.
  • Update leaderboard display to highlight your own scores.
  • Fix bug where leaderboard updates wouldn't properly cancel when changing levels.
  • Add empty message to leaderboard when no entries exist.
  • Hide the leaderboard when not connected to steam.
  • Add leaderboards to level complete UI.
  • Prototype replay upload for leaderboard records.
  • Pause Menu background blur got broken randomly. Fixed by delete + reimport.
  • Replay upload + attach to leaderboard proof of concept completed.
  • Fixed issue where replay upload could fail due to garbage collection.
  • Fix bug where "Save Replay" and "Restart" keys on keyboard were the same.
  • Fix bug where options menu Close & Reset buttons weren't responding to hover or click in menus other than Graphics.
  • Added text labels to different star amounts. The first star is "Normal", then "Hard", and then "Impossible?".
  • Lowered the star requirement for the 4th gate from 27 to 25.
  • Fix bug where you would sometimes not see the correct leaderboard data after beating a level.
  • Update Replay Mode so that it can be started from anywhere, and will return back to the scene it was started from.
  • Fix level info HUD misplacement that happened because I added star name labels.
  • Allow toggling between "Friend" and "Global" leaderboards.
  • Update level quick select button on controllers to the left face button (X on Xbox, Square on PS, etc), because it better matches the position on screen.
  • Leaderboards are now a scrollable list of the top 25 scores.
  • Add fallback fonts to support steam leaderboard usernames in a variety of other languages.
  • Add various error messages to the leaderboard menu.
  • Replays can now be loaded directly from the leaderboard menu.

Weekly Progress Report #25

Demo Prep

I spent time this week getting everything ready for the Steam Game Festival. There was a lot of non-game stuff to do, like updating the store pages & art, scheduling livestreams, etc. Additionally there were a lot of small polish / usability tweaks to make in the actual game. I think the game is in a pretty good state for a pre-early access demo, with only a couple things missing (like music). I'm really excited to see what you think / if anyone is gonna play the demo!

New Logo + Game Icon

The game finally has a real logo!


And the title text just by itself:


Thanks Kathy so much for creating it!

Steam Game Festival Live Streams

I'll be hosting 2 live streams during the festival

During the streams I'll be happy to answer any questions you have. I'll be talking about the game's development, playing through it, and maybe doing some speed runs. Come check them out if you're interested!

Live Stream & Speed Run #2

Calling All Future Pogo Champs!


Join the developer (me) as I play through the demo, talk about the game's development plans, and answer your burning questions. If people are interested I'll even try to 100% speed run the demo.

Stop by to to ask questions, give feedback, or just hang out.

Don't forget to:
  • Download the demo for yourself.
  • Wishlist the game on Steam.
  • Tell your friends about the game!
  • Join the PogoChamp Discord.


See you there!
- Jake

Dev Live Stream & Speed Run

Calling All Future Pogo Champs!


Join the developer (me) as I play through the demo, talk about the game's development plans, and answer your burning questions. If people are interested I'll even try to 100% speed run the demo.

Stop by to to ask questions, give feedback, or just hang out.

Don't forget to:
  • Download the demo for yourself.
  • Wishlist the game on Steam.
  • Tell your friends about the game!
  • Join the PogoChamp Discord.


See you there!
- Jake