DEMO 3: Split Tutorials, Now Available! (Also looking to switch to Godot despite the Runtime Fee revision)


I return for what might be the last builds I ever make with Unity!

In this demo, I've added--not one--but two new tutorial levels: each of which lets you focus on learning one moveset at a time! I felt the need to add these levels after showing the previous demo to a handful of my friends. I noticed that the most common hang-up for them when trying to get through the prison tutorial level was that Magli Draelyn was either switching too early in the level or whenever my friends were trying to learn a new attack-based movement option and they end up switching against their will due to how the Temper Meter works.

I realized (perhaps WAY too late) that I risk overwhelming newer players by requiring them to learn all of these moveset-specific mechanics if I kept the tutorial level the way it was, and the Temper Meter inadvertently disrupting the learning flow certainly doesn't help.

The two levels I added for this demo each have you locked to a specific moveset with the Temper Meter disabled. You'll first go through Magli's tutorial first since her mage form has the most straightforward and traditional playstyle as far as 2D platformers go, but there will be a much bigger emphasis on using her Magic Blast for attacking and movement compared to the prison level. You'll then go through Draelyn's tutorial which assumes you're used to how Magli works so that the level can highlight a lot of the movement differences between mage and dragon form, but it will also cover some hidden techniques like how to cancel Draelyn's slide or Fire Tackle. The prison level had a lot of hint messages either removed or changed to teach you how to manage the Temper Meter and how to chain moves using the switching mechanic.

That's all I have to say about the demo itself, but I'd also like to address the elephant in the room right now: Unity has heavily changed how the runtime fee will work.

To sum it up very briefly, Unity has made it so that games built with older versions of the Unity Editor will not be subjected to the Runtime Fee, and those that are will be charged the lesser of either the 2.5% revenue share or calculated Runtime Fee based on self-reported engagements.

Does this mean I'll continue making this game in Unity despite my immense dissatisfaction in the previous devlog?

Probably not. The trust is already broken.

On the bright side, I at least won't feel like I'm completely throwing away my Unity experience as I could still use it for smaller projects; however, just know that the next time you see me release a new demo of this game, it'll probably be on Godot instead of Unity, and it will probably take a long time, too.

For now, Demo 3 will serve as the ultimate checkpoint for me before adding new content as I try to migrate and adapt this game to Godot over the next... uh... however long it takes...

*sigh*

See you whenever, I guess...

- Kaysun (JKSun22)

Get Magli Draelyn the Half-Dragon Mage

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