Hey everyone! It's me, BBEL1! And I just decided I'd give a little update post on how Timster's Toll: Let's Tick the time is going development wise!
Starting off with the biggest thing...
Both floors that will be in Timster's Toll v0.1 have been completely added! Now I just need to add characters and misc. things, like easter eggs and whatnot.
Along with that, I have added the settings and achievements menu from the title screen! (Note that achievements themselves haven't been coded yet, and the only setting I have right now is to the intro to the game.)
On the topic of intros, the Toddy Games intro was also updated, so that's cool!
A few differences to Melvore's school I have currently:
The last door notebooks are returning, however they work differently than Melvore. Instead of just blocking off a specific room, they can be at a random position. You can tell what rooms are blocked off by the red flooring.
The blacklight too is returning. However, unlike Melvore's School, it's slightly transparent, allowing a bit more visibility.
Plus, starting up the finale mode hides the darkness entirely to help you get to the exit. Speaking of the exit...
To open up the exit door you have to not only get every clock, but also open the exit with the kind key!
seriously though look how kind he is
Collecting every clock is not just as easy as walking up to it and grabbing it, you now have to wind it up! (The windup mechanic working the same as Melvore's School's computer objective.)
Now, one last thing before I end it off...
When a floor is completed, you can now quit it and return again later! So now you don't have to completely restart the game after winning a floor as you did in MSOPAF.
Well, that's it for now! Thanks for reading, and I'll see you!
eah
30 comments