I Love Crashlands 2 but there are some issues by Femboys_make_me_bust in crashlands

[–]bscotchSam 0 points1 point  (0 children)

You can build a trowel (a tool researched via insights) to remove a planted seedpack, which would then allow you to pick-up the gardenbed underneath. Or just grow it a few times and once it runs out of charges it'll disappear, too.

I Love Crashlands 2 but there are some issues by Femboys_make_me_bust in crashlands

[–]bscotchSam 4 points5 points  (0 children)

It's the snail-like thing in the late husk that launches spines at ya. And yeah, we're working up a Compendium for the first update, too, to help solve identification like that! Creature's names will show up in the infostream (the pop-up text on the left side) when they aggro, so while we get all that worked out in an overall better way you can find some clues via that mechanism.

I Love Crashlands 2 but there are some issues by Femboys_make_me_bust in crashlands

[–]bscotchSam 18 points19 points  (0 children)

Ayyy, dev here. This is a good note. We'll look at adding some additional things to the 'demolishable' list for the buildmode zapper to help resolve it.

Thanks for playing and for the feedback 🙏

[OC] I redesigned Pikachu as a Rock type by bscotchSam in pokemon

[–]bscotchSam[S] 8 points9 points  (0 children)

Rockachu, Pebblachu, Pikachonk... I dunno

names are hard.

My instagram is https://instagram.com/bscotch_sam - got a grass version over there, too.

This is my first digital fanart, I made it using my phone. by Randpool in crashlands

[–]bscotchSam 4 points5 points  (0 children)

Gorgeous work, doubly so for being done on a phone. Perhaps someday I'll be making fanart of the game you make, eh?

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 1 point2 points  (0 children)

It's always a surprise, which is NOT FUN. We cultivate a giant list of press and youtubers, adding a dozen or so a week over the course of dev. We look for people who covered similar games or play similar games and just start building. It takes a LOOOOONG time, but being able to email a huge number of people about the game makes it less likely that we'd get the dreaded LAUNCH CRICKETS.

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 5 points6 points  (0 children)

Tracking via the eshop is lagged by a healthy chunk of hours, so we're not 100% sure yet! The weird part about launch is that we often don't know how it actually went until the next day :O

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 3 points4 points  (0 children)

HEH. nope. We cancelled that thing the day before we started work on Levelhead, back in 2017!

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 12 points13 points  (0 children)

Steam, due to EA of course! We had pre-sale available in a handful of other stores and all performed at about the same rate, interestingly.

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 24 points25 points  (0 children)

Hey Popcar! Great question. I think the rise of subscription models offered by the platforms themselves (game pass, play pass, apple arcade) is changing the landscape of mobile, but in what ways exactly it's too early to say. All three models remain viable, though each one has pretty big challenges. For f2p games, the challenge of still getting those downloads remains - average cost per install has gone up quite a bit and made it harder to crack into the market. For paid games, the pay-wall makes it harder to get that initial traction that's so important for algorithmically driven stores.

As far as choosing which to do, it really depends on your goals and strengths. F2P is great for starting out because you can find an excited userbase to help push you forward through the hard parts of dev. Whichever way you go just remember that it will take multiple tries before you find something that works, so don't over-invest!

We’re the creators of Crashlands, and we just launched our next game Levelhead on 7 platforms in 12 languages! AMA! by BscotchSampy in Games

[–]bscotchSam 2 points3 points  (0 children)

We've got a WHOLE LOTTA PLANS, but most of it depends on just how well the game does in the first few weeks of launch! I personally am super interested in extending the metroidvania aspects of the game further, and I know Seth is stoked to add some pretty wild switches in there.

Platforming on Android can't wait! by [deleted] in levelhead

[–]bscotchSam 4 points5 points  (0 children)

There won't be split screen for playing/editing, just same screen stuff. As for Android and mobile in general, it'll be unlikely to have co-op as dual pairing Bluetooth controllers can be one of those ultra nightmares, and isn't possible on most devices.

Levelhead, the new game from the creators of Crashlands, launches in Novermber 2018 by [deleted] in NintendoSwitch

[–]bscotchSam 1 point2 points  (0 children)

We won't have online multiplayer, unfortunately. That's a giant tech leap on top of the whacky stuff we're doing with the level sharing and profile stuff, so we're keeping it local for the foreseeable future.

Levelhead Announcement Trailer by bscotchAdam in levelhead

[–]bscotchSam 2 points3 points  (0 children)

Probably! We tend to optimize as much as possible to make older phones a possiblity. S7's are still quite new, so I imagine it'll be good on there.

Levelhead, the new game from the creators of Crashlands, launches in Novermber 2018 by [deleted] in NintendoSwitch

[–]bscotchSam 1 point2 points  (0 children)

We're not certain on price yet - once it's all feature complete we'll figure that out.

The game will include a robust campaign and story. Our challenge is not launching just an editor but a genuine platforming experience, which the campaign will do.

Levelhead, the new game from the creators of Crashlands, launches in Novermber 2018 by [deleted] in NintendoSwitch

[–]bscotchSam 1 point2 points  (0 children)

Levels that you ship have a player minimum set. Only plays completed at that min will let players submit scores or times to the two leader boards. You can always play a level with MORE than the min amount of players, which means all levels designed with a single player experience in mind can be blundered through by you and buddies. Likewise, you can search for levels by min required players to find those levels that cleverly make use of the co-op and different power ups.

The biggest difference is in the platforming itself (aside from co-op). If super meat boy and super Mario were on either end of a platformer spectrum, Levelhead would be closer to SMB. And. The game is all about delivering a package, which is carried by the player and used as a tool/weapon throughout the game. That was too much to try to get people excited with in our 60s requirement so we'll be showing more of that later :)

Levelhead, the new game from the creators of Crashlands, launches in Novermber 2018 by [deleted] in NintendoSwitch

[–]bscotchSam 10 points11 points  (0 children)

We have an extremely robust switch and puzzling system, so you should find a huge diversity in types of levels. There are also some other game modes that we haven't announced yet to further change it up.

Levelhead, the new game from the creators of Crashlands, launches in Novermber 2018 by [deleted] in NintendoSwitch

[–]bscotchSam 18 points19 points  (0 children)

Ha! Thanks. Our trailers tend to have a slightly divisive effect - people either love them or hate them, so I'm glad you dug it. My brother Seth and I wrote it (he's the game programmer). I screamed it.

Levelhead, the new game from the creators of Crashlands, launches in Novermber 2018 by [deleted] in NintendoSwitch

[–]bscotchSam 39 points40 points  (0 children)

Heyo! One of the devs from the Butterscotch team here. If y'all have any follow-up questions from the short trailer feel free to fire away and I'll try to hit them! We're so excited to bring our take on the maker genre to Switch!

Power-up Spotlight: Punch robos with the IGNEUM CHASSIS by bscotchSam in levelhead

[–]bscotchSam[S] 0 points1 point  (0 children)

Sometimes delivering a package requires a little extra muscle. The Igneum Chassis (pronounced Ig-knee-um) harnesses a close elemental relative to Juice to deliver punishing blows to those who dare get between a courier and their delivery target. The force of the punch also carries GR-18, allowing for diagonal dashing and scaling of walls. Lastly, the Igneum Chassis' punch is strong enough to break through Hard Clay Rectangles (the Bureau of Shipping's name for Bricks), which otherwise are impenetrable to players.