Day 6
Trouble With Tetras: FeralBytes » Devlog


Fixed Since the Initial submission of the project on Day 5:
- Added initial mobile support.
- Ship logic triggering critical failures if the player correct a critical situation perfectly from critical to no error. Missing else condition.
- Fixed Physics teleport, prevent the player from being pushed back through a teleporter for 5 seconds after teleport through a door.
- Removed access to settings that could reset vital data for Ship and Tetra managers that could result in unexpected behavior.
- Fixed audio loading issues.
- Connected grav gun sounds.
- Added blinking alarms to status display.
- Added new posters to help guide the player better.
- Fixed Ship and Tetra managers simulating the game before the player has started.
- Fixed exit button blocked by UI elements.
- Fixed lots of images broken in Web for not being lossless images.
- Fixed Trajectory Prognosis (now it updates properly when status changes)
- Fixed player running into the wall after changing scenes from corridor to station
- Fixed double-loading crashes
- Added visual effects for the final seconds of critical failure
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Trouble With Tetras: FeralBytes
Trouble With Tetras, was our game jam entry for Brackey's 2025.1.
Status | On hold |
Authors | FeralBytes, FeralHarmony |
Genre | Simulation, Action, Survival |
Tags | 3D, Fast-Paced, First-Person, Management, Sci-fi, Short |
Languages | English |
More posts
- Version 0.2.03 days ago
- Day 140 days ago
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