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Proto:Grapple Dog/Steam Next Fest Demo Update

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This is a sub-page of Proto:Grapple Dog.

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An update for the demo of Grapple Dog was released on October 4, 2021 while Steam Next Fest was still going. Along with some minor bugfixes and changes that would stay in the final game, this build removed all rooms that shouldn't be accessible before launch and made the non-demo mode harder to use without workarounds.

With all of this limiting, the game's file size was cut down to 177MB from what was previously downloadable.

Game Modification Meassures

The game is programmed in this build to check if demo mode is turned on by using its global variable global.demoMode. If the game detects that demo mode is set to 0, various scripts will prevent you from continuing your playthrough.

  • Existing save data can't be loaded. The game will briefly freeze and do nothing.
  • The tutorial will not let you go to the overworld. This allows you to access a little bit of the tutorial that is normally cut off, but you'll fall in a death pit, ending up in a tutorial loop.
  • The pause screen won't let you exit whatever level you're in.
  • The result screen won't continue when pressing L, meaning you're softlocked.
  • The game will softlock on a white screen after beating a bonus stage.

This means, without turning on debug mode, you can only play the opening intro and the tutorial, and only if no save data exists.

Changes From Previous Build

General

  • Some game breaking bugs were fixed (or attempted to be fixed).

Audio

  • Enemies now play different audio clips when moving.
  • Hitting the bell at the end of a level now uses the same sound used in the final game.
  • The UI sound effect was changed to a sped up version of the fruit collect sound effect. This was just a placeholder.
  • Touching the purple shards now plays a sound effect.

Bonus Stages

Despite corners being cut, four new bonus stages made its way into this build and are directly accessible from the game's debug room selecter. The list is as follows:

  • collect_lavawindmill
  • collect_water
  • en_electric
  • finish_bouncepoints

collect_lavawindmill and en_electric (despite some different layering) are identical to the final game.

collect_water

Some magnet objects were added between some grapple points. The purple shards were also rearraged because of that.

finish_bouncepoints

Several changes were made:

  • The beginning portion of the stage was extended with climbable walls.
  • Some bounce points and grapple points were rearraged.
  • A balloon in between one of the sections was added.
  • A big wall originally blocked you off from falling back down for when you were about to collect the gems. This wall was removed.

Boomerang Bandit

Puzzle Pup 2 was removed completely and replaced with Boomerang Bandit in this build. Despite the core minigame being done at this point, there's no audio, some letter capitalization was changed around, there's no button prompts and the score during gameplay was moved down a few pixels. Returning to the boat interior crashes the game.

SNF Build Final
Windows-GrappleDog-Minigame Demo-1.png Windows-GrappleDog-Minigame-1.png
Windows-GrappleDog-Minigame Demo-2.png Windows-GrappleDog-Minigame-2.png
Windows-GrappleDog-Minigame Demo-3.png Windows-GrappleDog-Minigame-3.png