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Mystik Belle has an unofficial Korean translation now?!

Hey guys and gals,
[previewyoutube][/previewyoutube] I have recently been looking for post-facelift Mystik Belle's gameplay videos for a presentation. Lo and behold, I stumbled upon 2 hour long video of my game being played entirely in Korean!
I have contacted the uploader and got a link to Wind Translation Club blog, where it seems a full Korean translation of Mystik Belle has been available since September last year!
So this isn't even a new thing, huh?!



I'm both, flattered and surprised! I hope this will be useful to someone.

Meanwhile, I'll have to look into adding Workshop support my games exactly for this kind of thing.

Cheers.
Andrew.

Happy Halloween 2019 from the Mystik Belle crew!

Happy Halloween guys and gals!

Just popping in to remind you that Mystik Belle is 50% off during this year's Halloween sale!

Also, hopefully I'll have another Mystik Belle-related announcement for you very soon, so stay spooky!

About the "floaty" thing...



Hello guys and gals!
With Belle releasing on consoles, the game finally got a bit of the attention from the mainstream audience, and with that began a new wave of complaints about its "floaty" jumps. Personally, I prefer the slower, more controlled jumps, but this seems to be an unpopular opinion. Therefore I have updated the Beta branch of the game with, among other things, a new, quicker jump for Belle. Let's hope it's more to everyone's liking.

Here's what's new in RC5A59:

  • Changed player gravity to minimize "floaty" complaints.
  • Changed how double-jump works. Can now be executed at any point of the trajectory.
  • Minor platform tweaks across the map to eliminate close call jumps and just-out-of-reach ledges.
  • Replaced player walk animation with a jog to make it look "faster".
  • Lowered some of the enemy HP early in the game to make them less annoying to take out with Belle's base shot.
  • Added item name popups - the pickup names should be located at index $$371, otherwise default names are used.
  • Made the Turbo mode the game default (thinking of locking the game to Turbo and removing the option in future updates. What do you think?)
  • Fixed up the 30 fps mode, as it's been falling by the wayside.
  • Increased frog sleep timer by one second. Might not be enough.
  • Fixed plant-shooter-platforms to spawn at consistent height.
  • Some changes to Sinclair's portrait and model. Added another state for him during end-game.
  • Fixed a bug with Bitterwarts, where her item collision could become picky.
  • Fixed Skelebro's AI, so he wouldn't jump onto platforms, or flicker when backed into a corner.
  • Added a few new sound effects.


I'd love to hear if the new physics make the game better or worse. You can currently switch to the old jumping physics by pressing I in the debug mode.

Beta branch password is as usual nowheretorun

About the "floaty" thing...



Hello guys and gals!
With Belle releasing on consoles, the game finally got a bit of the attention from the mainstream audience, and with that began a new wave of complaints about its "floaty" jumps. Personally, I prefer the slower, more controlled jumps, but this seems to be an unpopular opinion. Therefore I have updated the Beta branch of the game with, among other things, a new, quicker jump for Belle. Let's hope it's more to everyone's liking.

Here's what's new in RC5A59:

  • Changed player gravity to minimize "floaty" complaints.
  • Changed how double-jump works. Can now be executed at any point of the trajectory.
  • Minor platform tweaks across the map to eliminate close call jumps and just-out-of-reach ledges.
  • Replaced player walk animation with a jog to make it look "faster".
  • Lowered some of the enemy HP early in the game to make them less annoying to take out with Belle's base shot.
  • Added item name popups - the pickup names should be located at index $$371, otherwise default names are used.
  • Made the Turbo mode the game default (thinking of locking the game to Turbo and removing the option in future updates. What do you think?)
  • Fixed up the 30 fps mode, as it's been falling by the wayside.
  • Increased frog sleep timer by one second. Might not be enough.
  • Fixed plant-shooter-platforms to spawn at consistent height.
  • Some changes to Sinclair's portrait and model. Added another state for him during end-game.
  • Fixed a bug with Bitterwarts, where her item collision could become picky.
  • Fixed Skelebro's AI, so he wouldn't jump onto platforms, or flicker when backed into a corner.
  • Added a few new sound effects.


I'd love to hear if the new physics make the game better or worse. You can currently switch to the old jumping physics by pressing I in the debug mode.

Beta branch password is as usual nowheretorun

Mystik Belle launches on PS4 and Xbox One today!



Hello Guys and Gals!
The day is finally upon us - today Mystik Belle was released for PS4 and Xbox One consoles by the awesome WayForward. Let us hope it does better there than it did over the last two years here, on Steam (which is to say not very well: ).

In case the consoles aren't your cup of tea, and you prefer your games with slightly more potty-mouth than E10 rating would allow for, get the Steam version! (the optional E10 version is still included here)

Cheers.
Andrew.