BUILD: 260912
This is some of the stuff that was supposed to go into the EA release :D
Unfortunately, writing code fast just creates more bugs, so I decided to deal with those first. And I think it worked.
First of all, the game now has some animations, ToiletoART on the props...
Yeah, I’m not a graphic designer :D But they kind of fit the game :P
Also added a TUTORIAL MAP that shows you how to start the game! :D
Steam Toiletocalypse Demo is coming soon too!
Ok, let’s go with the list.
Added
Eating animation.
Character direction. The character no longer only walks Left and Right.
Gloves. Protect against dirty hands. Available in the shop singly or in a box of four pairs. Not indestructible: every time they save you there’s a chance the pair breaks.
Pockets. Two extra slots for small items, bought on the phone. The second one requires the first. Taking things out and putting them back costs time, and you can’t use an item straight from the pocket, you have to take it into your hand first. If you reach into your pockets with a dirty ass, it ends up on your hands.
Recipes tab in the discovery collection. A recipe unlocks after the first successful combination of ingredients and shows what it makes.
Music and effects volume in the options. Until now you couldn’t change it.
Options split into Graphics and Sound so everything fits on the screen.
Trash after use. Some items leave packaging behind instead of magically disappearing.
Events are disabled until the first survived shift. The menu says this clearly. The first shift is meant to teach you work, the toilet and water before events kick in.
Work bar. At the top of the screen, drops in real time and only rises from work. When empty it starts eating points. Freezes when there’s nothing left to do on the map, so it punishes laziness, not bad luck. You can turn it off when selecting a shift, but then the whole mechanic disappears, not just the bar, so there’s no point bonus for it. The toggle sits next to the shift length selection.
Difficulty selection before every shift. Above the length selection, with arrows. You start on the highest one you have unlocked, and if it’s too hard you can drop lower with no penalty.
High pressure finally does something. Above 65% work goes slower and running fills the bladder twice as fast. Until now pressure was just a timer that meant nothing until it exploded.
ITEMS
Instant Soup
Bowl
Coffee and Tea in a Jar
Coffee and Tea in a Plastic Bottle
A box of gloves and a single glove.
Changed
Tap water is a risk, not free water. Unboiled water much more often ends in stomach pain or sudden pressure, and one doesn’t rule out the other. Toilet water is clearly worse than tap water. Boiled water is still clean, so the kettle stops being a convenience and becomes a plan. Tea made from unboiled water inherits its problems.
Bladder fills 10% faster.
Work scales much weaker with longer shifts. Previously on an hour-long run one job took almost three times longer than on a ten-minute one, so a long shift was just one long job interrupted by toilet runs. Earnings per second of work stay the same.
Shower now lasts 2x longer.
Fixed
The kettle could lock for the entire shift. After pouring out the water and refilling it from the tap the game still treated it as hot and wouldn’t let you turn it on, the menu only showed water status.
Sounds and work didn’t pause. Job progress kept going in the menu and the work sound played through the whole pause. Now everything stops and resumes exactly where it left off.
Button prompts stayed visible during work. You stood at a station, QTE was running, and above the material pile it still said “take beam in left hand”.
The toilet promised things it didn’t do. It suggested adding water when it was already filled and adding paper when the stock was full.
Yellow stripes at work stations could draw on the character instead of under them. Sometimes they also stayed lit after the job was finished when there was nothing left to do.
Screen sides on mouse were reversed (it was annoying). Left button controlled the right side of the screen. On pad it was fine and stays that way.
Opposite effects stacked. You could have both increased and decreased pressure at once, both icons showed and the effects cancelled each other. Now a new one removes the previous.
Item descriptions were sometimes empty: empty cup after drinking, cup washed in the sink, drink that went cold.
No pick-up prompt for the tool set lying on the ground.
Leaving to the menu during an event left its effects on the next run: you came back and still had no power.
Lightbulbs gave almost nothing visible during the day. They now glow with warmer light so they stand out from daylight (still needs more work though, it’s still barely visible XD).
Messages above the character were unreadable. Tiny text that disappeared right after appearing, longer sentences went in one line across half the screen. Now they pop up in bigger font, stay fully visible for a moment, break into lines and don’t run off screen.
Difficulty in roguelike never increased. The game stayed on DL 0 from the first launch, so there were no events or escalation in that mode and the difficulty select screen never showed up. Now surviving a shift unlocks the next level.
You always puked to the right. Direction came from where the character was walking, not which way they were facing, so standing still you still puked right no matter what. Drops now come from head height instead of the stomach.