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Co OPERATION: MultiTurn News

v0.9.3 Easier to play + Debut Festival

[p]The Steam demo of v0.9.3 is now live! We're getting sooo close to having a release-able full version..! Co OPERATION: MultiTurn will also be in a Steam event called Debut Festival for a week, which will feature studios who are on their debut game.[/p][p][/p][p]Patch Notes:[/p]
  • [p]🔧Level one made smaller so it’s a more simple tutorial.[/p]
  • [p]🔧 Shop layout changed for 3 and 4 player variants so it’s quicker and easier to use and encourages more players to get involved.[/p]
  • [p]🐞You can now go back and forth between the Level Design (modding) scene and the game, and the controller will show the correct screen.[/p]
  • [p]🔧 The controller now has the ability to hide the join code for your session - useful when sharing/streaming your controller screen with a large group but you only want a few people to know the join code.[/p]
  • [p]🎨  The controller join screen has adjusted UI so it’s more easy to understand.[/p]
  • [p]🐞 Various fixes and improvements.[/p]
[p][/p]

v0.9.2 Snooze mode and improved network/controller reliability

[p][/p][p]We're getting closer to being able to fully release this thing..![/p][p]V0.9.2 Patch notes. These apply to the public demo (for applicable levels) and to the unreleased full game.[/p][p][/p]
  • [p]🔧Improved online networking reliability[/p]
  • [p]🎲 Sleep feature added to controllers. A player can mark themselves as away while others continue playing without needing the absent player to press “ready” after each turn.[/p]
  • [p]🎵 More music options. Added a 2nd set of music which is copyright-free. A “streamer safe” music toggle added to avoid any possibility of issues when uploading gameplay videos to Youtube or streaming on Twitch.[/p]
  • [p]🎲 On screen directions added so players can more easily communicate with each other about which direction to go in [/p]
  • [p]🎲 Levels 6-16 updated with new camera settings for better visibility[/p]
  • [p]🎨 Improved post-level and post-item-voting communication via a screen banner[/p]
  • [p]🎨 All level preview images updated for the level select screen[/p]
  • [p]🎲 Shrink-Prod tutorial added in the shop after purchasing it[/p]
  • [p]🔧 Level design fixes for levels 2, 13 and 16[/p]
  • [p]🎲 In-world electronic display board now has different hint text for each level[/p]
  • [p]🐞 Bug fix: for players sometimes not returning to idle animation after being pushed or waiting[/p]
  • [p]🐞 Various fixes and improvements[/p]

Co OPERATION v0.9.0 New sounds and gameplay


We're getting close! We just uploaded v0.9.0 of the Co OPERATION: MultiTurn demo to Steam.

It's amazing the difference adding sounds effects can make. For too long we had temporary sounds that were always meant to be replaced. Well, now they have been! As we now have 17 tracks of really cool music by French Horn Jazz artist Jim Rattigan in the game, we went for sounds that compliment the gameplay but don't interfere with the music. Most of the sounds are realistic Foley sounds rather than "melodic video gamey sounds" that could conflict with the music. Tell us what you think. In testing, to us, it feels like an extra feeling of satisfaction has been added as it feels like your game actions are more "real" now.

Please try the new version and then drop us some feedback on Discord or via the in-game feedback form.

The full patch notes are below for v0.9.0.

Also, the game has been included in the Turn Based fest on Steam which should be live on Steam shortly after I hit send on this message. There will be a lot of established and also new and upcoming games there, all with turn-based mechanics.

v0.9.0 Patch Notes:
  • 🎲Knock-back feature added. Players and patients can be knocked into the adjacent tile when bumped into.
  • 🎵 New sound effects added! It was about time we replaced the temporary sounds we had added aaaages ago.
  • 🎲 The controller button that looks like “undo” now behaves like this. When you press it, your actions are wiped and you can enter new actions.
  • 🎲 Medicine can be passed to another player on the next tile using “interact”.
  • 🎨 Sparkles and better visual feedback when you buy an item.
  • 🎵 Each time you unlock the next set of levels, you get a new mini-playlist of music as you play.
  • 🎨 New “Attract Mode” video added to the join screen, with updated gameplay and visuals.
  • 🔧Various improvements and fixes.

  • For modders:
  • 🔧 You can specify the pitch range, volume and a delay for sounds from the YAML and LUA scripts.
  • 🔧Various improvements and fixes.

Co OPERATION v0.8.2 - More big changes



Another big update to Co OPERATION is out. You can play the demo version on Steam as a preview of the upcoming full game release. It feels like this game is really starting to come together into a cohesive experience. We did intend to have already released the full game by now, but made a decision to improve it some more, both in terms of systems and the amount of polish. I don't know how many people will end up playing the final release, but whether that's a small or a large amount of players, we want to make sure that the experience is excellent and that the vast majority of players feel that the game deserves a good review on Steam.

Like a lot of indie game creators, I tend to get a bit obsessive with the creative projects I'm involved with, but I am aware of that so have asked the team to speak up if I'm asking them add "just one more thing" which might be unnecessary or overly complicated. So they do! I think we're achieving a good balance of only adding features to the game which will make the core experience better (rather than being distracting). Don't worry though, we have to release it soon anyway, because we're almost out of money :D

Compared to, say, a year ago, Co OPERATION feels like it's changed quite a lot. So if you haven't played it recently, please do so and then drop us some feedback in Discord or via the in-game feedback form.

v0.8.2 Patch Notes

🎲 Big change! You now see all player characters execute actions one at a time, so it’s easier to follow and understand what is happening.
🌎 30 languages now supported for UI and dialogue!
🎲 New “patient satisfaction” stats and ranking system added!
🎲 16 wards in the game now and existing levels have been improved.
🎲 You can shrink all the upgrades bought from the shop with the Shrink-Prod, including the Shrink-Prod!
🎨 UI on item voting is much more clear and more fun now.
🎨 Improved UI after administering medicine to patients.
🎨 Brightness, contrast, gamma and other post processing effects are more balanced so the game looks better.
🎨 New “wait” animation for all player characters.
🔧Better Anti-aliasing choice for sharper looking images.
🔧New dynamic camera added
🐞 Bug fix: Player names are referenced properly by NPC dialogue.
🎵 New music tracks added, now 17 in the game!
🎲 New luxury bed-upgrade added.
🐞 Various bug fixes and tweaks.
For modders:
🐞 Bug fix: keyboard controls work normally again in the Level Design scene.
🐞 Bug fix:BlockThrow tag works as expected.
🔧More than 4 items can be added to item vote management.
🔧More control available over the dynamic camera.
🔧Various improvements and fixes.

Cheers,
Shaz
Game designer & co-founder at Mind Feast Games

Co OPERATION v0.8.0 - We changed the core gameplay



We've been working on some big changes. We changed the core gameplay of Co Operation..! Over the last [insert far too many number of years] we've been paying attention to playtests, observing how our great Discord community get on with each new update and asking them for feedback. It's clear that the main appeal of the game is in the sense of tactical mastery - of thinking about and then lining up a clever set of moves and then watching your plan work out well. If you're playing in multiplayer mode then that shared sense of mastery with your co-op buddies is even more satisfying.

In v0.8 we've added some features which lean into that feeling of mastery more. Healing patients now feels more tactical and you have to think about which patients to treat first more carefully. You can then buy and upgrade a range of items in the level hub which give you different benefits while playing each ward. The decisions you make in the hub will impact the tactics you chose in each ward. In each ward the possibility space is now bigger so the tactical element feels richer and also the strategic element of deciding what to do in the long term, across multiple wards, feels more satisfying.

I'm pretty excited about this update. This is def turning out to be the best game I've ever worked on..!

v0.8 patch notes:
  • 🎲 Gameplay feels more tactical in each ward and more strategic as a “meta” game:
  • Patients have e.g. 8/9 health (but this varies per patient).
  • Medicines heal by +4 health points by default.
  • You need to restore patient health all the way to their max health or over to heal them.
  • Patients reward you with money each time they are healed.
  • The reward value is based on how much health they have, multiplied by 2 or 3 if they are in an upgraded bed, which you can purchase in the level hub.
  • You can upgrade your medicine dispensers in the level-hub, so they give +8 health points.
  • Money earned is clearly visible in wards and in the hub.
  • Some wards allow you to place more than 3 purchased/upgraded items in the pre-ward voting round.
  • Game economy and progression tweaked so upgradable and purchasable items feel fun to collect and use in combination.
  • 🎨 UI adjustments so you can see all the info you need about patient health and medicine healing points in order to plan out the most effective tactics in each ward.
  • 🎨 Level hub looks nicer.
  • 🎲 Level 8 changed to be more fun. Various other level tweaks to better fit with the improved gameplay.

🔧Network improvements.
🐞 Various bug fixes.

For modders:
  • You can now add custom text meshes to level objects.
  • New medicine health indicators can have their positions customised.
  • Various improvements.


Cheers,
Shaz
Game designer & co-founder at Mind Feast Games