Yeah, just checked again. Using the Reset Progress button does not clear the minimap.
hmmm are you playing the PS4 version or PC? we've got some version fractalization going on these days so just want to make sure O_____O
Got a bug to report. In both of Lime-Mime's 100% runs, he
meets Moon for the first time while holding two neurons that he brought from pebbles, which he then gives her. However when he then goes to hibernate, the slide that shows up is the one of
Moon being in pain. Despite that the overseer doesn't appear angry and keeps following slugcat as if nothing happened.
It first happenned here:
https://youtu.be/SC1Rg20Amkg?t=2h07m25sAnd it happenned again here:
https://youtu.be/TNAz3KYd2pQ?t=1h58m2snoted! ill send it to joar
Shouldn't this thread's icon be changed to "Done!", or is it still considered a WIP with all the user input constantly flooding in? p:
My guess is that some of the WIP elements are actually part of the original vision. If that is true then it's still not "done".
So the game was, shall we say... "late access"?

perpetual access! you know we can only do things our slow weird way, hahah
I was reading this excellent developer
postmortem on TumbleSeed (a game I love but, like most users it seems, have never made it past the jungle) and I couldn't help but be reminded of Rain World. I would love to see a similar sort of thoughtful analysis from Joar and James on the reception of Rain World.
OOF those tumbleseed numbers are rough, sheesh.

i assumed it was doing well based on the reception my friends gave it.
idk! were weird because to a certain extent... we never really cared about how it was received? it was never a product for us, so we probably dont have too much to say about it in that regard. like, if we were trying to make a game that we were designing for people to like, and this or that aspect didnt work out, then maybe we'd do some examination and finding out where we went wrong would be interesting to read.
but rain world was a sort of personal art project that we were super into for our own art weirdo / creative reasons, and then some other people got into it, and then it snowballed bigger and bigger into this amazing opportunity for us to just DO WHATEVER ART WE WANTED TO for years on end. incredible. our expectations were literally zero and we've gotten to live amazing lives for the past 5 years and met incredible friends and fans from all over the world. the fact that its already sold so well is still insane to me. but none of that was designed. objectively speaking, so much of the game is "extremely bad decisions" from any rational gamedev standpoint. we just thought they were cool and did them anyway. if it tanked we would have said "yep, that totally makes sense". it has all been pure self-indulgence.
so idk, if i were to any sort of "useful to the community" devtalk about rain world post mortem it would be just about tedious stuff like dealing with publishers and porting teams, various higher-level decision making stuff thats "important for success" and all super dry and boring and doesnt reflect our intentions or the spirit of what were doing. id so much rather talk about how cool the RW discord server is, or how wild and dedicated the fans are, the incredible fan art community, etc etc. we didnt make this weird ass emo game to throw it into a powerpoint presentation in front of a bunch of people in button up shirts, we made it to communicate some feelings through the aether; some emotion, some atmosphere, some mood, some certain sensibilities. so seeing the results of that is what im interested in at the end. but its probably not really helpful to anyone elses game making process!