if you say "no" to taking the brush 3 times in the intro, you skip straight to the end credits with no music or visuals. this is technically the fastest any% run of the game.https://twitter.com/ChongoTweet/status/1403713843524784131?s=20 …
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if you stand still for a short amount of time after swimming, the player character does a little doggy shakepic.twitter.com/AKtLZjCiAa
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there are different insects in various regions of the map with unique behaviors. the 'sparrow-bugs' in the west fly away when startled, but you can sneak under them by swimming in paint.pic.twitter.com/WyyBW7ft2C
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when you leave paint on water, the colors slowly distort and move around.pic.twitter.com/1YARTggEnA
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paint in a windy area, and the paint will slowly streak and spread with the direction of the wind.pic.twitter.com/la3ITxDdD6
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paint geysers typically run out of paint and shrink after a short time. but this interaction was annoying in windy areas, so they never run out of paint there.pic.twitter.com/0nQRNK2DoG
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bouncing on a mushroom, getting thrown by a bomb explosion, and jumping all send the player the same distance, using the same sound and animation. we did this so that the player would be used to the jump ability before they can actually use it.pic.twitter.com/3IN3ihmirs
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after finding every brush power, the player's paint-swimming speed is about 30% faster, making back-tracking extra speedy in the postgame if they're painted a lotpic.twitter.com/oLWaLMwavb
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after landing from the air, the player character shakes and can't move for a short amount of time. it's nearly imperceptible from small heights, but gets longer from higher elevations.pic.twitter.com/FHZitkyvRk
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you can "cancel" the landing delay by jumping on or just before the frame when you land, allowing the player to "chain" jumps to go faster than usual.pic.twitter.com/McQOa4oqX0
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bonus data: -pizza's walk speed is 10px/frame -velocity while jumping is about 12.6 px/frame -paint swim speed is 14, then 18 after beating all trials -swimming has the longest acceleration by far, so it's not always the most optimal movement compared to jumping or walking
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the player character will always "snap" to the nearest, highest-elevation area they can reach before landing from the air; this assists players trying to make a difficult jump.pic.twitter.com/5zlxJhH7h7
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in general, the "z axis" and "jumping" in this game is so duct-taped together it's not even funny. I put a lot of effort into making it feel generous and friendly in a game that totally should not have had it. I'm glad nobody has complained about it (yet).
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the player can jump in and out of their paint while swimming, dolphin-style. this skill is only used in one screen of the game to reach a gift in a side-room.pic.twitter.com/GnUAqgiIP1
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when using the fire brush style, your paint makes a trail of fire. and if you place down a campfire, and drag your brush through it, you can achieve the same effect. these both can be used to cheat fire-based puzzles in a certain area.pic.twitter.com/jzSV6DBEpo
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there's no limit to how many colors can be carried by the paint vines at a time. because of that you can get this really cool interaction with them using the rainbow brush, which constantly cycles colors.pic.twitter.com/g5Yr3yVoE8
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tomorrow starts the final phase of this thread, moving on to details that are more story or lategame related. I will still aim to minimize spoilers and I'll probably attach less media, but this is a warning. many of my favorite details will be in this category ;p
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at a certain point, the player is asked their favorite color. after that, their paint is always that color in action sequences. all other colors in those scenes are changed to complement the player's color choice.pic.twitter.com/qPnQUQP9Mr
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when you draw the slice shop logo with clementine, the markings she makes are randomly generated for each player, so every player has a different base to start frompic.twitter.com/iBiS9ZgwGJ
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if you call your parents for a hint after beating the game, they'll give you hints on finding and completing every sidequest you haven't finished yet. the game essentially contains a 100% walkthrough of itselfpic.twitter.com/PlCdIS3cKc
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queen drosera always turns her head to look at the brush if you paint near her.pic.twitter.com/P9M6wZMC9N
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in the options menu you can change 'reaction speed' to slow down action sequences. for most bosses this slows attacks, but for the 5th 'musical paint' boss, the ENTIRE sequence plays in slow-motion, including music, producing a sort of vaporwave remix.pic.twitter.com/4pB8ZfEfCT
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you can do the 4 wielder trials in any order, but brunch canyon is easily the most emotionally intense. we made it harder to find because we thought it worked better if you spend more time with chicory in other areas beforehand. (1/2)pic.twitter.com/RiSOn5AAd9
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so: pizza and chicory share a hug after completing brunch canyon, but ONLY if it isn't your first trial. if you do the canyon first, then instead they hug before the 'final challenge.' so all players get the same number of hugs, but in different places. (2/2)
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this has been a fun run of daily design details! I'm finally at the end of the spreadsheet I put together before the game came out 2 months ago. there are a few other notes I might share sometime but some are extra spoilery or don't really fit the theme of this thread.
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I am pretty proud of this game and team. I think we did a good job. and there are lots of details to appreciate in it that I'd never cover here, because we mostly expect players to notice them when they play.
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