Short Not a Clone Update: 11th Hour Bugs

Hey, everyone. Have a short update today. At the start of last week, we’ve submitted the latest — and we hoped, last — beta builds to our Beta testers. We’re glad we did, because one of them reported a terrible bug: the game would crash the moment it started! It took us the entire week, but we’ve finally figured out the problem. It turns out the Google Play Games Service plugin for Unity game engine crashes if it tries to log its status.

Also, Apple’s build uploading system seems to be borked as of today. We’re still investigating on this matter:

errorimporting

We’ll be sending out an update build to all the Beta testers (the thirteenth one, believe it or not) this week, and have a one-week long testing session again. Hopefully this time, we won’t encounter any issues!

Updates to Suddenly, Thousands: bug fixes

Thanks to the feedback, I was able to fix a few bugs in Suddenly, Thousands. They are:

  1. Changed back the method to detect whether characters can be recruited or not. In a past update, the vertical distance was ignored, but it’s brought back in again after breaking level 11.
  2. Fixed the magenta switches in level 11 and 12 not correctly opening the door upon the first trigger. In level 11, this could trap your character at the top of the level.
  3. Fixed the recruitment radius projector from rotating with the camera.
  4. Shifted the switch and the last obtainable character in level 5, making it difficult to recruit the character.

The following web portals has been updated with this fix:

  1. Itch.io
  2. GameJolt
  3. Newgrounds
  4. Kongregate
  5. IndieDB