Stability Updates and More


Hey MULE commandos!

Thanks again for all the feedback so far. Even if I cannot implement all the suggested changes for this or that reason, I appreciate hearing everybody’s perspectives on how the game might improve, and I will continue to think about the possibility of adding in some of your suggestions moving forward.

I was aware of a certain number of bugs in the initial build, but player testing and my own tinkering over the past week have proven illuminating. I’ve done my best to fix small issues for this update. While there are still bugs present, I remain active in trying to fix the larger concerns. Here’s the breakdown of major changes for this build, which is hopefully more stable overall:

  • Changes to the start of Stages 1 and 4 (and any screen where the player falls) to hopefully prevent an issue where the screen would scroll and eat the player or warp them to an adjacent screen. I will return to this issue in future updates, but for now, this should prevent game-ending bugs.
  • Fixed issue with the player staying idle after death even if the player is holding right or left to run. The player now will go into the run animation if the player is holding right or left.
  • Changes to the laser projectile to help reduce slowdown.
  • Fixed bug in underwater section where players would fall through green tiles and get stuck. Please let me know if you encounter any issues here in the future. 
  • Slight change to the Mech boss in Level 4 to, again, try to mitigate slowdown. This is a common theme.
  • Fixed bug in Level 4 in the area after the Wampus fight where players could move left and exit the screen.
  • Speaking of which, I also fixed a bug in level 3 that allowed players to die mid jump and move through the top of the level into an adjacent level, getting stuck in the process.
  • Mitigated (or fixed?) issues with Moose Rat mid-boss in Level 2 and Mechtron boss in Level 4 that resulted in game-ending bugs. I'm not sure if the problem is totally gone, but I haven't been able to recreate it on my end with the latest round of testing.
  • Slight change to the Rabid Wampus mid-boss fight in Level 4 to increase difficulty somewhat.
  • Myriad other small changes here and there to improve stability and the quality of the player's experience.

NOTE: Given the code base I’m working with on the game, slowdown will remain an issue in neMULEsis. Perhaps someday the game can be remade from the ground up if an expert assembly engineer wants to, for some strange reason, volunteer their services. But I don’t see that being likely and certainly not anytime soon. I will continue to try to improve and lessen the slowdown issue, but alas, it’s part of the game, like many NES games before it.

Thanks again, and as always, feel free to offer suggestions or report bugs/issues with the game. That's why it's in Early Access.

Cheers,

John

Files

neMULEsis_Early_Access_8.28.21.nes 512 kB
Aug 28, 2021
neMULEsis_Early_Access_Demo_8.28.21.nes 512 kB
Aug 28, 2021

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