Mixolumia version 0.3.0 is out for Patreon folks! This is a HUGE update to the music system and includes player profiles and a bunch of other stuff patreon.com/posts/mixolumi…
Do all those flashy effects in Mixolumia cause an accessibility issue for you? I just pushed a small update that lets you turn all that stuff off if you want!
been working on Mixolumia's UI and some extremely soothing menu music + sfx
some improvements to the game mode selection UI
I'm playing with this little bit of floating text that tells you how cool your combo was. I'm wondering, though, since the combo multiplier is capped at 4x, should it display "max combo" or show you the number anyway if you get something bigger?
I'm thinking about doing away with Intense mode (basically endless mode starting at max speed level) and allowing players to pick a starting speed level in any mode. This would allow for skilled players to get higher scores in Marathon, for example
hmmm I'm not sure about this. There's something really appealing to me about marathon being a level playing field and rewarding carefully setting up combos to pay off later instead of rewarding faster reaction time?
but setting up big combos under additional pressure from the start should be rewarded more if you can do it, right? This feature would raise the ceiling a lot for advanced players. Really interested in hearing opinions on this
doing some testing, it's possible for a *really* skillfully played game starting at level 0 to get more points than a really mediocre game starting at level 15, but just barely
I think what I'm going to do is: instead of getting rid of Intense mode and complicating the settings by allowing for customizable starting level and muddying the achievement of Marathon high scores, I'm going to put a cap on Intense mode so it can be "beaten" like Marathon
ok yeah that feels a lot better than just trying to play at level 15 as long as possible
a few people have requested the ability to play without music (you monsters) so I'm working on a minimalist soundpack. when you turn off all the effects and switch to a limited color palette too, it sure brings a whole different mood to the game
I feel so lucky to have Josie contributing to Mixolumia. Her music takes it to a whole new level
if you're interested in reading the documentation for making songs for Mixolumia, check out this google doc. I think I've covered everything pretty thoroughly at this point, but let me know if you have questions or feedback! docs.google.com/document/d/179…
i hope you like stats because i am now tracking and saving A BUNCH OF STUFF in mixolumia
it's happening
getting in some nice-to-have features as a treat to myself. here's a little indicator to show how close you are to beating your high score, and then a color change when you've gotten there
nobody say anything when the launch trailer comes out and doesn't show this lol i already recorded the footage
HUGE ANNOUNCEMENT: Mixolumia is NOW AVAILABLE on @itchio! Get ready for the sparkling, musical indie puzzler of your dreams 🤩
🎶🔷✨ davemakes.itch.io/mixolumia
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if you're wondering why devs are so hostile towards idea guys, i encourage you to look at what went down with Forager
there are certain red flags that separate a young person saying "i have a cool idea and i'm looking for people to collab with!" and a full-grown adult luring people in with the promise of securing funding later
even a lot of established folks can't be trusted in this industry (remember all the unpaid labor on Starbound?) and lotsa people have been burned
watching old cartoons in HD is so wild, you can see the roughness of the line art, the slight shadow a character's animation cell casts on the background, the imperfect color mixing in the paint
it's weird what you lose trying to continue this style in digital without quite understanding the subtle bits that make it work. Everything has the same super thin line weight (except the weird corn??) so depth has to be achieved by painting (really bad looking) BG shadows
random similar scene from old simpsons, notice the level of detail diminishes as thinegs get smaller because somebody had to draw it all without the ability to zoom in. Character line weight is drawn thicker and they also pop a bit from that cell shadow
I've made some mockups of some common menu issues I see in indie games (even high-profile indies and AAA sometimes) that could be pretty easily fixed with a better understanding of the problem
I get a bit heated about this stuff because there are some really amazing games that run into these issues, and although my eyes aren't that bad, they're not getting any better with age. Plus, good accessibility is better for everyone all around
Sometimes I see mixed button styles in a menu, which isn't necessarily bad and can add some flavor, but the focused state isn't distinguished enough to be immediately recognizable. The player has to flip between their options to figure out which one they're about to choose