(placeholder image until I can get a nicer one, I am EXHAUSTED)
What sort of game are you trying to make here?
Pretty much a game inspired by a mix of my favorite game mechanics with a big heaping dose of a game genre I feel hasn't gotten much love in years — namely, the unorthodox twisting and splitting 2.5D path system of games such as Klonoa and Kirby 64. Pacing-wise, it's starting to settle in between Klonoa and modern Kirby games.
What's the difference between "Stable" and "Unstable" builds?
I'll be distributing two versions of Puro regularly as I work on it. The first are stable builds — these will be released less frequently, only when notable amounts of content have been added and major bugs ironed out, with a new post to announce each build. Unstable builds, on the other hand, will be released with such a level of frequency that I will only make posts announcing them after each stable release, otherwise updating existing posts (Patrons in the discord will be notified, however.)
Where do I report bugs or make suggestions?
If you discover a bug or would like to provide feedback on certain features not already on the bug list, please message me via the playtest channel in the discord or message me directly via Patreon DM.
Who's doing the music?
That would be my good good friend beat_shobon, whose work you can find here and here!
How do I toggle the input display?
Just press the backquote (` ) key! The one above tab? Ye that one
Where is my save data?
Windows will put your save data at C:\Users\[username]\Documents\My Games\Puro. Not sure where the data is saved on Mac/Linux just yet, as Unity does that automatically.
Why Patreon over standard crowdfunding services?
When I started this project, being able to build enough to show off, unpaid, in secret, was entirely out of the question. But more importantly, I needed feedback. Lots of it. I needed an open development to really nail down what makes this game fun, what to discard, what to keep. Unwilling to spoil the story and surprises of the project, I came up with Puro — a shorter, self-contained game that could get me all the feedback I required and let me build experience while sacrificing as few of the other game's surprises as possible.
??? Short ???
Puro is not intended to be very long, perhaps even compared to most indie titles! Each of the major stages, of which there are planned to be three, take about 10 to 20 minutes to complete on a first attempt, excluding any cutscenes, as well as three major bosses. However, I'm also going to be including a larger number of much smaller "challenge" stages and secrets, so don't worry about being able to 100% the game in under two or three hours.
So what about that original project??
Upon Puro's release, and after probably a period of having to release hotfixes because I overlooked an incredibly dumb exploit or three, development of the original idea would begin immediately, which is currently planned to be approximately 4 times the size and have a much more involved story. As a spiritual successor of sorts, the core gameplay would remain very similar, but it would have plenty of new things going for it, and adjustments made to the core gameplay based on Puro's feedback.
Are you working on this alone (aside from music)?
FOR NOW!!! I REALLY HOPE THIS IS TEMPORARY, as I will gladly begin pulling in other lovely talented people once I start hitting higher goals.
Will there be public early builds?
Very likely, but not until the patron-only build is considerably further ahead.
Will you be releasing your 2.5D tools?
I'm still unsure about this! My current tools are quite functional, but ABSOLUTELY not user friendly. As much as I earnestly love to help other people make games, I am quite reluctant to release something so janky onto the market~~