The Next Release
I’ve already got a huge amount of feedback for v2.0 by mail, on reddit and on the announcement post. I am very happy and thankful for this! Thank you everyone who played it, given feedback or made videos! Currently, I am fixing some of the things I have received feedback on. I am planing to do a small update fairly soon (I’m hoping within 1-2 months), mainly with bug fixes and quality of life changes. Some of the things I’ve already implemented are:
- Bump statues/braziers to close doors
- Bump stairs instead of standing on them and activate (to avoid the fact that it was impossible to wait on stairs before).
- A nicer and larger item-display panel with headings (similar to the new target window).
- Fixed some of the reported issues listed at the end of the FAQ page.
The v2 Releases
I am still highly motivated to work on the game and I have many ideas I want to implement into TGGW. The reason I chose to rename the releases to v2 (except that there were so many changes from release #7) is that I am going even more experimental from now on. I want to make TGGW a more deep and complex game without making it hard to learn or understand. I don’t follow a strict plan since I have realised that I work at my best while I’m inspired/excited over an idea. But I have a huge list of ideas that I want to implement, and you will be able to follow the evolution of the game on this blog.
In v2 you can expect anything to change, even core mechanics. Since TGGW is fairly stable it is an excellent way for me to design a more complex game around, and I don’t want to think of anything as written in stone. By renaming the releases to v2 it feels as if it is a new game which can evolve in any way.
I will try to have a bit shorter release cycles with v2, but since I plan to add huge changes I cannot promise that they will actually be shorter. However, almost one year between releases (like between #7 and v2.0) definitely feels too long. More continuous updates would also mean that I could get feedback earlier.