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Splinter Zone News

Update (15.06.2017)

Hi!
Today's update is a bit weird, because it mostly affects the secret levels, or parts of them. My apologies, if the notes seem to be a bit lacking because of that.

  • If you managed to complete two secret stages within a run, the game might give you a hint on the third stage's location. You still have to figure out the exact location, as well as how to get there yourself.
  • Fixed a bug with the level sequencing, that affected the levels that have secret level entrances in them. Basically, if you have completed a secret level, the chance of getting a level that has an entrance to one that you haven't completed yet, increases for your next loop (and drops off, if you don't visit it). This wasn't completely working as intended, but it should be fixed now.
  • Added two things to stuff that I can't talk about openly, because of spoilers.
  • The description of Hyper mode and the leveling system now reflects the most recent changes to said system.



As always, thank you very much for your support and please let me know, if you have any questions or suggestions.

Update (15.06.2017)

Hi!
Today's update is a bit weird, because it mostly affects the secret levels, or parts of them. My apologies, if the notes seem to be a bit lacking because of that.

  • If you managed to complete two secret stages within a run, the game might give you a hint on the third stage's location. You still have to figure out the exact location, as well as how to get there yourself.
  • Fixed a bug with the level sequencing, that affected the levels that have secret level entrances in them. Basically, if you have completed a secret level, the chance of getting a level that has an entrance to one that you haven't completed yet, increases for your next loop (and drops off, if you don't visit it). This wasn't completely working as intended, but it should be fixed now.
  • Added two things to stuff that I can't talk about openly, because of spoilers.
  • The description of Hyper mode and the leveling system now reflects the most recent changes to said system.



As always, thank you very much for your support and please let me know, if you have any questions or suggestions.

Update (09.06.2017)

Hi there!

The game's now out for a bit more than a week and let me just take the opportunity to thank everyone who has bought it so far. It's nice to see that people have an interest in something I spend 18 months on creating and it's even better to see that most seem to actually enjoy it.

I'm starting to feel a bit better, so I sat down and worked on another small update. I'm still a bit unsure on how to proceed further in the future. I do have some rough plans for bigger updates, but this will probably take some time. Until then I'm going to make sure that I adress whatever problems arise.


Anyway, here are the notes for today's update


  • Slowed down the speed of some enemy projectiles
  • Slowed down the animation speed of some enemies which hopefully makes it easier for you to hit them, while they're vulnerable
  • Slightly increased the speed in which you're climbing on ladders
  • If you've managed to complete two or more secret levels, even more enemies will appear



The first two changes address some of the feedback I've been getting and both should make the game a bit more forgiving (at least in some parts). Difficulty adjustment is something I probably still have to figure out for a while, so please bear with me as slowly make this game a bit more beginner friendly. I think both updates this week address the most glaring issues, but there still might be some work left.
To kind of balance this out, I tried to add a few more enemies that appear, after you've complete the secret levels. Those usually don't affect newer players, because it's very unlikey that they complete the stages that triggers them, but they should those of you a bit of an extra challenge, that are already at a higher level of play.

As always, let me know what you think, and let me know if you run into any problems. I've been getting some vague complaints from a few people that the controls seem to be bugging out sometimes, but right it's hard for me to figure out exactly what might cause them. So if you encounter any cases where your controls seemed to have stopped working, please let me know and maybe also tell me which type of controller you were using.

Again, thank you very much for your support.

Have a nice weekend.

Update (09.06.2017)

Hi there!

The game's now out for a bit more than a week and let me just take the opportunity to thank everyone who has bought it so far. It's nice to see that people have an interest in something I spend 18 months on creating and it's even better to see that most seem to actually enjoy it.

I'm starting to feel a bit better, so I sat down and worked on another small update. I'm still a bit unsure on how to proceed further in the future. I do have some rough plans for bigger updates, but this will probably take some time. Until then I'm going to make sure that I adress whatever problems arise.


Anyway, here are the notes for today's update


  • Slowed down the speed of some enemy projectiles
  • Slowed down the animation speed of some enemies which hopefully makes it easier for you to hit them, while they're vulnerable
  • Slightly increased the speed in which you're climbing on ladders
  • If you've managed to complete two or more secret levels, even more enemies will appear



The first two changes address some of the feedback I've been getting and both should make the game a bit more forgiving (at least in some parts). Difficulty adjustment is something I probably still have to figure out for a while, so please bear with me as slowly make this game a bit more beginner friendly. I think both updates this week address the most glaring issues, but there still might be some work left.
To kind of balance this out, I tried to add a few more enemies that appear, after you've complete the secret levels. Those usually don't affect newer players, because it's very unlikey that they complete the stages that triggers them, but they should those of you a bit of an extra challenge, that are already at a higher level of play.

As always, let me know what you think, and let me know if you run into any problems. I've been getting some vague complaints from a few people that the controls seem to be bugging out sometimes, but right it's hard for me to figure out exactly what might cause them. So if you encounter any cases where your controls seemed to have stopped working, please let me know and maybe also tell me which type of controller you were using.

Again, thank you very much for your support.

Have a nice weekend.

Update (05.06.2017)

Hi folks!

Sorry for the silence for the past few days. I'm dealing with a really nasty cold right now that refuses to go away and I was also really tired after the game's launch, so I took a few days off.

Anyway, just wanted to let you know that I pushed an Update for Splinter Zone, that addresses some of the feedback that I've gotten so far.

  • Enbabled Steam's Screenshot function (no one told that I had to do this myself!
  • Added an option to delete your save, in case you want to do that.
  • Getting hit now reduces your current XP by 50%, instead of setting it back to 0. I hope this makes the levels and using hyper mode more practical for folks who aren't total pros at this game.
  • Increased the amount of XP you get from some enemies a little bit
  • Fixed a rare bug, where the game wouldn't let you restart a run, after you've died.


Please let me know what you think. I'm going to keep an eye on the XP-Thing myself. The system is really hard to balance properly, because when you're really experienced, you can keep your levels almost indefinitely with the current setup. However, having you lose all your XP after getting hit, makes it hard for newer players to actually get any levels and therefore they end up never using hyper mode, which they really should.