November Report and the Next Big Steps


Hello again!

It’s been a week since the demo launched, and I’ve learned a lot since then.

Overall, the response has been very positive, despite the admittedly bumpy launch (major issues have since been fixed, so please make sure to update the demo if you haven't yet). A recurring observation is that many players are missing some essential mechanics early on such as reading messages on the computer lamps by touching them and are finding the early-game learning curve a bit rough.

While I did intent to push new-age boomer shooter enthusiasts off their comfort zone and in general to maintain an alienating theme, I didn’t intend for the difficulty curve to be this steep.

As a result, the main focus of version 1.1 will be a dedicated tutorial zone designed to ease players into the game’s core mechanics. Inspired by Elden Ring, the tutorial will be skippable if you don’t need it. Here’s what I have planned, but feel free to suggest anything else you think could be clarified further.

Tutorial Zone Highlights

  • Clearer guidance on reading messages on the computer lamps.
  • Introduction to bunny-hopping, as the game’s movement system centers around it (more traversal upgrades will come down the line).
  • Lock-on targeting mechanic, inspired by Metroid Prime.
  • Basic swimming controls.
  • Explanation of save rooms.
  • Emphasis on exploration as a core aspect (resources are scarce, except in combat-heavy areas).
  • Introduction to green, blue, and red grids.
  • A boss fight to conclude the tutorial because why not?

Additional 1.1 Features

  • Added lore for deeper immersion.
  • New options to hide the HUD and hide guns.
  • Minor adjustments to other levels and the hub.
  • Minor visual adjustments.
  • Further bug fixes and balance adjustments based on continued feedback or personal findings.

Known Issues

  • Brief stutters when fighting newly introduced enemies. This is a Godot 4.3 engine issue, planned to be fixed in 4.4. The stutters lessen with playtime and are brief, but I’m fully aware this isn’t ideal.
  • Mouse button remapping limitations. Left, right, and middle mouse buttons remain separate in the keymapping options, as backend programming isn't my strong suit(I fucking suck at it). I hope to eventually hire help for this or improve my own skills over time.
  • Intermittent crash possibly linked to the lock-on function. I cleaned up some code that could have caused a crash, but it's unclear if this issue is fully resolved or if other factors might still trigger it.
  • Standing on top of enemies. Personally, this is a pet peeve since no one’s reported it as a problem but I spent days trying to find a workaround and I am still searching for an elegant solution any advice is welcome! This is a cry for help.

Thank you all for sharing your thoughts and suggestions! Your input has been invaluable for refining the game, and I’m excited to bring these updates to you.

Get Neon Rain Alpha Demo

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.