v1.1.0


v1.1.0

TLDR; Thank you to everyone who took the time to check out our game and make for a successful initial launch. We received a lot of good feedback, which led us to fix bugs, add different modes, a crank speed setting, and change some logic behind the curtains to make the game run better and allow us to add more content in the near future. Now that the game is in a better state (QoL improvements and bugs smashed) we can focus our attention at expanding the game by adding more customers, modifiers, minigames, and other features! We’re very excited for what we have planned for the next update!

New features and quality of life changes

  • Mode selection! We now have 3 different modes to choose from:
    • Easy: A slower paced mode recommended for a more casual experience or for beginners. Speed is 50% slower and score earned is reduced by 50%. This mode also slows down the reload and cheese lover minigames
    • Normal: (the mode you know and love) A constant-speed, fast-paced mode that will test your reflexes and consistency
    • Progressive: A progressively more challenging mode. Speed and score amounts both increase over time. Starts the same as Easy mode and gradually increases each shift to be 25% faster than Normal mode by shift 20
  • Stats screen now has different pages for each of the new modes
  • Crank speed setting
    • This can be found in the settings menu. Decrease this to lower the speed you have to turn the crank
    • This effectively increases the amount of cheese you are grating per rotation, so the perfect zones for customers may seem smaller if you grate at the same speed as before
  • Updated the StayEmployeed mod verbiage to be more clear
  • Increased the prize sounds for the spin-to-win minigame
  • Removed a reset menu option that was no longer needed

Bug fixes

  • After a lot of investigation we fixed a memory leak that was causing the game to crash if you got far enough
    • This was a bit of a challenge to track down
    • For anyone who is interested, normally we call a function to add sprites to a global display list, then all of those sprites can be removed with a single function when we transition scenes. However, it turned out that we also needed to explicitly remove sprites that had never actually been added to the screen. Without this, the images used by those sprites would keep taking up more memory every time we loaded into the scene, eventually leading to the crash. We’re very happy that the nightmare of hunting for this leak is over!
    • In the process we also made several other changes to improve our memory usage
  • Fixed bug that made it seem like the cheese lover minigame score was not being added after playing the minigame
  • Fixed a bug that would cause duplicate minigames and occasionally other strange behavior when going back to the main menu from any minigame and then back into playing
  • Fixed a few bugs with saving and restoring data
  • Fixed a bug with the raccoon whiskers showing if you left the game and came back
  • Fixed a bug with the active modifiers not clearing after you get fired
  • Fixed satisfaction bar from draining some when leaving the game
  • A lot of the early code was refactored. This was done to optimize the game and to allow for easier expansion. The list is pretty exhaustive
  • Fixed the Animal Control Mod is not working for the Cow
  • Fixed duplicate modifiers showing up in the modifier selection scene

Files

Say When! v1.1.0 19 MB
1 day ago

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