1. The Pale Piper
  2. News

The Pale Piper News

December Progress Update on The Pale Piper

Greetings, everyone! It’s time for another update on The Pale Piper. The game is shaping up beautifully (in my opinion), and I’m excited to share the progress made so far. Let’s dive into where things stand and what’s coming next.

Story and Progression

The overarching story is now fully laid out! Players will journey through a dark, mysterious world that explores themes of consequence, loss, and the shadowy forces behind the events in Hamel’s Hollow. I’ve been working hard to weave the game’s lore into its progression, ensuring that exploration and discovery feel meaningful and connected to the world’s history.


On the progression front, the system for advancing through the game is now also implemented. Players will gradually unlock new areas, abilities, and story beats, creating a sense of growth and mastery as they delve deeper into this interconnected world. I’ve worked to balance the pacing so that players feel rewarded for their efforts while maintaining the challenge of a precision platformer.

Dialogue System

The dialogue system is up and running, bringing the world to life through its strange and memorable characters. From uncovering the mysteries of Hamel’s Hollow to experiencing heart-wrenching moments with key figures like the protagonist’s ghostly sibling, the dialogue system adds depth and interaction.


That said, gameplay remains a priority. If players prefer to skip every line of dialogue, they can do so without any repercussions—allowing everyone to experience *The Pale Piper* in their own way.
Boss Encounters

The area bosses are roughly implemented and already adding tension and excitement to the game. These encounters are designed to test players’ precision and problem-solving skills while staying true to the game’s no-combat philosophy. Each boss offers a unique challenge tied to the story, creating memorable moments that push the narrative forward.

New Trailer Update

I’m excited to share that a new trailer for The Pale Piper is also live. While it’s not the final trailer, this updated version offers a fresh look at the game’s world, story, and gameplay.

Creating this trailer was a great opportunity to showcase how far the game has come, and I’m proud of how it represents the current state of development. That said, there’s still plenty of polishing to do, so expect the final trailer a bit closer to launch.

If you haven’t seen the new trailer yet, be sure to check it out, and let me know what you think! Your feedback helps me refine not just the game, but how I present it to the world.

[previewyoutube][/previewyoutube]
Shifting Focus: Polish and Details

With the core systems in place, my focus has shifted to polishing the game and enhancing its visual identity. One of my current priorities is making each area look distinct. Decorations and environmental details are being added to breathe life into locations like the Wilderness, Sewers, Castle, and beyond.


I’ve also been paying close attention to small details that I believe will have a big impact on immersion, helping make each location memorable and meaningful.

Beta Ongoing

The beta is still live, and I’m incredibly grateful for the feedback I’ve received so far. Testers have been instrumental in identifying areas for improvement—from minor bugs to opportunities for better player guidance. This feedback loop has been invaluable, helping me refine the experience to make it as polished as possible.

If you’d like to help shape the game, don’t hesitate to join the beta here on Steam. If you make it to the last feedback form and provide your email, I’ll add your name to the credits as a token of appreciation. Additionally, I’ll give out up to 10 keys for the final release to those who submit the form with contact information.
Next Milestone: The Demo

The next big milestone is releasing a public demo. This will give everyone a chance to experience The Pale Piper and explore the world I’ve been crafting. The demo will feature a slice of the game, showcasing its core mechanics, atmosphere, and story. My goal is to release it as close as possible to the final game’s quality.

Final Thoughts

It is the last day of the year 2024 and the journey of creating The Pale Piper has been both challenging and rewarding.

On the challenging side, developing a 2D precision platformer with pixel art is no small feat. Promoting the game during development has been especially tough, as missing decorations and incomplete visuals can sometimes make screenshots or videos feel a bit empty. Currently, wishlists on Steam are under 300, which isn’t ideal. That said, I’m optimistic that the upcoming demo and trailer - along with the progress on decorations and background elements, which will make for more engaging visuals - will help grow the game’s audience.

Despite these challenges, I’ve loved every moment of creating this game. If I didn’t, I would have quit a long time ago. Thankfully, I’m not financially dependent on it, and I work on it purely in my spare time. My dream is to create a game that people genuinely enjoy playing - even if it’s just for a niche audience.

Thank you for following along on this journey. Your support means the world to me. If you haven’t already, please wishlist The Pale Piper on Steam:

https://store.steampowered.com/app/2925120/

It makes a huge difference for indie developers like me.

And if you’d like to get more involved, join Discord or X (Twitter) to stay updated and share your thoughts. I can’t wait to hear what you think of the demo once it’s ready.

Until next time, stay tuned for more updates!
Cheers and Happy New Year!

The Pale Piper Beta Test is Here!

Hi everyone! I’m excited to finally open up the beta for The Pale Piper and give you the chance to explore this world. As a solo developer, I’m thrilled to have you join me in shaping the game!
[h3]What’s New?[/h3]
🏆 New Achievements – Unlock new achievements and show off your skills!
🏰 New Locations and Expanded Levels – Venture into eerie areas and uncover secrets.
💀 Challenge Rooms – Conquer some of the toughest platforming challenges I’ve crafted so far.
🐭 Improved Gameplay and Mechanics – Fine-tuned based on your alpha feedback!
[h3]Feedback[/h3]
Your input will directly shape The Pale Piper, so please share your thoughts on everything from gameplay to design flow. After playing, look out for the feedback form—who knows, your name might even end up in the credits as a special thanks!
[h3]How to Join[/h3]
Join the beta here on Steam and hop into Discord to share your thoughts. Your feedback is crucial to refining the experience. Thanks for joining me on this journey!

https://store.steampowered.com/app/2925120/

Progress Update for The Pale Piper

Welcome to a progress update for my game, The Pale Piper. It’s a 2D precision platformer set in an interconnected, mystical, and strange world, featuring metroidvania elements, bosses, a story, and more. I’ve made quite a bit of progress recently, but there’s still plenty of work to be done.
New Region

At first, I planned for six different regions, each with its own mechanics and enemies, plus a town area. However, as I worked on the story, to make everything make sense, I had to add a new region as a sort of buffer between two regions. This meant a lot of extra work, as I had to come up with new mechanics, enemies, a boss, and the level layout. Fortunately, the theme for this region was quite obvious to me. But now that it's done, I’m very happy with how it turned out. It will make the story flow better, and some cool mechanics now have one more region where they can be encountered. Plus, some of the new enemies and hazards have become my favorites in the game. In short, it was a lot of extra work, but definitely worth it in my opinion.
Challenge Areas and coins

I’ve been thinking for quite some time about how collectible coins can be integrated into the game. I definitely wanted to include coins, as they’re fun to collect and add a bit of challenge when placed in hard-to-reach spots. Plus, the player needs something to find in secret rooms, right? However, I always intended for coins to be an optional collectible, not something mandatory.

One idea I came up with for using the coins is to have special areas called challenge areas. These are hidden throughout the different regions, and players can unlock them by spending a certain number of collected coins. Currently, these challenge areas are some of the most difficult areas in the game, made even harder by having only one checkpoint at the start of the area. Whether these areas are too difficult or frustrating will be determined by beta playtesting, though. But since they’re entirely optional, they won’t be necessary to complete the game. So I am curious about how difficult I actually should make them.

As for rewards for beating a challenge area, I haven’t settled on anything specific yet. I have a few ideas, ranging from unlocking even more challenging content at the end game to revealing optional lore or character information, or even just more coins to help unlock other challenge areas. Whatever I decide, everything related to the coins will remain optional and challenging.
Godot V 4.3

I recently made the switch from Godot V 4.2 to Godot V 4.3. At first, I was hesitant because a major node I use - the TileMap - was deprecated and replaced by the TileMapLayer. Now, I find the approach with TileMapLayers actually a lot better and the right choice for the engine going forward. The old tilemap was often unintuitive and unclear about how to use it properly. With TileMapLayers, each node represents one layer, which is a lot more straightforward than having multiple tilemaps with multiple layers within them.

Despite the improvements, switching to TileMapLayers means I have to redraw every room in my game. Since every room has its own tilemaps (I chose this approach to easily reposition and modify rooms independently), this change requires manually redrawing - at this point - over 300 rooms and also setting up all the new layers in the first place. That’s a lot of extra work! But I decided to make the change for a cleaner node structure, for the other improvements in V 4.3 and because I would need to rework some rooms anyway. I’m currently in the midst of this process, and it will still take some time, but I’m confident I’ll be happy with the results once it’s all done.

Most of the other changes from 4.2 to 4.3 didn’t break anything major, and the engine has received some nice improvements overall.
Decorations

I’ve started creating decorations for some of the regions in the game some time ago. These are small details that will be placed in each room to help differentiate the regions from one another. They also contribute a lot to the game’s art style, making each area more interesting to explore. Most regions will have their own unique decorations, although there will be some overlap (for example, multiple regions might have grass on the floor). The goal, however, is to make the decorations as unique as possible for each region.
I also want some of the decorations to have some sort of interaction with the player. For example, grass will sway slightly when the player steps on it, and vines hanging from the ceiling will react when the player walks past them. I feel that these kinds of interactive decorations add a lot to the game’s overall feel, so I want to put a lot of care into creating them.
Sound Effects

I’m also in the process of creating sound effects for every object that needs them. It usually takes me a long time to get started with sound and music, which isn’t the best approach - I know. But once I do start, I love how much the right sounds can significantly enhance the game. For those curious about my process, I create sounds by mixing and matching different samples from my (now pretty big) sound collection that I’ve gathered over the years. I usually combine 3 to 6 sounds, sometimes more, to create something unique and fitting.

Sometimes a sound just fits perfectly, sometimes it’s surprisingly fitting, and other times it doesn’t work at all - but that’s just part of the process. There are a lot of sounds I’m really happy with, quite a few are still missing, and some I’m sure I’ll end up changing after hearing them in the game for a while.
Music and ambience

I’m currently also working on implementing the music in the game, including transitions, fade-ins, fade-outs, and more. If you’re interested in how I’ve conceptually implemented this, I’ve made a short tutorial on it. The tutorial is a simplified version since I have to account for additional factors in the game, such as the current music intensity, but it’s based on the same basic approach.

As for the music itself, I’m still trying to find tracks that best fit the game. I initially composed my own music, and while I really liked the melodies and tracks, they leaned more into a synthwave style, which doesn’t completely match the game’s theme in my opinion. So, I’m currently testing different paid music tracks, and I have to say, some of them fit really well. But I’ll keep experimenting - maybe I’ll end up with a mix of both my own compositions and paid tracks.

I’m using the same implementation approach for the ambient sounds. Since it’s a kind of stacked-area method, it works well for ambience too. My plan is to have unique music and ambience for every region, with specific tracks for certain parts, like boss rooms, to keep things from feeling repetitive.
Player overhaul

I’ve also overhauled the player controller and animations (yet again). I implemented a lot of small features, like a coyote timer and input buffering some time ago, to make the controls feel smoother. I also polished the animations, which overall improved the feel of the game. However, there are still some minor issues - like the player’s punch animation sometimes getting canceled unexpectedly. That definitely shouldn’t happen, but I’m sure I’ll figure it out eventually.

Overall, I’m happy with where the player animations and controls are right now, though there’s still room for improvement (and probably always will be).
Communicating to the player

To deliver a compelling world and story that guides players through the game, I’ve implemented several methods of communication:
  • NPC Dialogues: There will be standard interactions with NPCs. You can approach them and engage in dialogue, but don’t expect choices or branching conversations. The interaction is straightforward: you can listen or not, most are optional, but some are necessary to unlock new areas, especially those tied to the story.
  • Cutscenes: I’ve added cutscenes that can play when you enter specific areas, such as a boss room. These are designed to enhance the storytelling experience.
  • Readable Objects: I plan to include signs and other readable objects in the game. These will function like brief dialogues and give the player useful information.

I understand that not all players enjoy reading text, listening to NPCs, or watching cutscenes. To accommodate this, I’m keeping all narrative elements short and skippable. If you encounter a cutscene once, such as at the start of a boss fight, it won’t replay if you die and respawn, to avoid frustration from repeated waits.

Overall, my goal is not to include dialogue and cutscenes for their own sake but to ensure they either help the player, advance the story, or contribute to world-building.
Thank You for Reading!

If you’ve made it this far, thank you so much for reading. I hope you found the update both informative and entertaining.

If you’d like to follow my journey, I’ll be posting more articles here, whenever there’s something exciting to share. You’re also welcome to join my Discord server to stay updated. I do plan a beta test at some point, so if you are interested in that, also join Discord, and I will let everyone know.


And, if the game piques your interest, it would mean a lot to me if you added it to your Steam wishlist.

https://store.steampowered.com/app/2925120/

Thanks again, and I hope to see you around soon. Cheers!

Overview of The Pale Piper and How I Envision It

My vision of a unique pixel art precision platformer inspired by the Pied Piper tale. Traverse interconnected areas, face non-traditional boss challenges, and encounter NPCs for added depth. Optional challenges await post-story. Not everything is implemented yet, nor can I promise that in the final state it will work exactly as I envisioned. However, in its current state, this is how I see the game taking shape.

[h3]What Kind of Game Is It?[/h3]
The game that I am currently making will be a pixel art precision platformer set in a dark and strange alternate universe of the tale of the Pied Piper. It will feature tight platforming with timing elements, hazards, enemies, light puzzles, bosses and a story. The structure is a bit like a metroidvania, where the player traverses an interconnected world rather than choose levels through a level select screen. You will unlock new abilities to reach places that were inaccessible before.



[h3]Mechanics[/h3]
The main gameplay mechanics are running, jumping, and rolling. The roll ability allows you to slip under enemies, navigate through pipes to previously inaccessible rooms, and more. Rolling is also slightly faster than running, and a roll jump reaches higher than a normal jump, enabling access to otherwise unreachable areas. As you progress, you'll gain the ability to roll up walls and jump off them. Rolling mid-air triggers a downward dash, increasing your speed to swiftly reach the ground. Additionally, there's a charge ability for dashing through the air to specific points, and a punch ability to activate switches and access new areas. Traditional combat is absent, requiring you to deftly evade most obstacles in the game.



[h3]Death[/h3]
One hit from an enemy or obstacle will kill the player, but they will be reset to the entrance of the same room. The death animation lasts under one second, facilitating a quick trial-and-error approach. Players should never feel compelled to repeat an already mastered challenge just because they died a few rooms later to another challenge.



[h3]World[/h3]
Instead of featuring a level select screen, I've opted for an interconnected world design. As you progress through it, you'll regularly unlock new abilities, each presenting fresh challenges and granting access to previously unreachable areas and secrets within already visited locations. While I recognize that a significant aspect of metroidvanias involves revisiting areas multiple times to discover new paths with newly acquired abilities, this approach wouldn't mesh well with a precision platformer, as repeating the same platforming challenge more than once or twice can quickly become monotonous. Thus, this world is structured in a more linear fashion. To keep revisiting areas engaging, I've incorporated several key elements into the level design: Firstly, areas remain off-limits until you possess the necessary abilities. Secondly, the progression path is usually clear to the player, and straying from it leads to swift dead ends, minimizing time wasted on fruitless exploration and ensuring a relatively linear gameplay experience. Thirdly, multiple routes must be navigated to progress through previously visited areas, introducing new rooms with fresh challenges to maintain excitement. Lastly, the newfound abilities also unlock secrets and hidden rooms in older areas, encouraging players to explore and discover.

With the numerous limitations inherent in designing an interconnected world for a precision platformer, one might wonder why invest the effort rather than opting for a simpler level select screen. However, I believe the interconnected world adds significant depth to both the story and the immersion of the game. Moreover, it introduces a unique perspective to precision platformer games, which traditionally rely more on level select screens. By weaving the player's journey through a cohesive world, it creates an environment where every challenge encountered feels intricately linked to the overarching narrative. This approach hopefully offers players a more fulfilling and memorable gaming experience.



[h3]Story[/h3]
The game will feature a main story that guides the player through the world, loosely anchored around the tale of the pied piper. While the primary focus remains on gameplay, the story aims to captivate players and immerse them in the game world. Adding another layer to storytelling, NPCs will offer their perspectives on the world and its events. NPCs, in particular, will play a unique role, as they will be unlocked (or "saved") through gameplay. As players progress and save these characters, they will return to the main town, where players can interact with them, further enriching the overarching narrative and creating a deeper connection between the player and the game world.

[h3]Bosses[/h3]
In each main area of the game, there is one boss planned, but they won't follow the traditional boss archetype. Instead, they will present unique platform challenges. Defeating each boss will reward the player with something valuable, often a new ability crucial for progression. Moreover, most of these bosses will tie directly into the game's narrative, enhancing the story experience and providing additional context to the challenges faced throughout the game.

[h3]Extra Challenges[/h3]
I do intend to include optional challenges for players who have completed the main storyline. While these challenges are still in the conceptual phase, they will offer additional content for those seeking the toughest trials in the game. This may include no-death runs, time trials, tackling the most challenging rooms, and similar endeavors. My vision is to incorporate these challenges seamlessly within the existing save game, allowing players to engage with them without the need for a separate game mode like New Game+.

[h3]Art Style[/h3]
The game will feature a pixel art style with a silhouette aesthetic, where the foreground is dark (with white accents) while the background is colored, varying depending on the area. Decorations will be minimal, with foreground elements such as grass or stones and more distinctive background elements also in color but of a different shade, ensuring they never obstruct gameplay. A significant focus is placed on ensuring the game is enjoyable and engaging to play, with careful attention given to adding "juice" through sound effects, particle effects, and other enhancements.



[h3]Current State of the Game[/h3]
Mechanically and in terms of level and world layout, the game is nearing completion. However, there is still a lot of work to be done on many fronts. This includes fine-tuning many of the rooms and adjusting certain mechanics based on feedback from the ongoing alpha testing phase. Additionally, I'll be focusing on sound and music implementation, adding decorations to enhance the atmosphere, refining the storyline with cutscenes and dialog, implementing the NPC systems, and integrating the optional challenges. Also, many of the boss battles are still somewhat in the concept phase.

[h3]How to Get in Touch[/h3]
First and foremost, if you've made it all the way here, thank you sincerely for reading, and I hope I've provided you with some intriguing insights. Secondly, feel free to join my Discord server, where everyone is welcome:



Moreover, your support is invaluable to the future of the game, and you can greatly contribute by wishlisting it:

https://store.steampowered.com/app/2925120/

So I hope to see you around.

Cheers!