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    An update about GIF


    Tinytimrob

    Over the past few months, we have been working hard in our spare time to try and get the new version of GIF ready for release. Progress has been slower than I would have liked (because everyone has been really busy) but I'm pleased to say that things are looking pretty awesome!

    The new game will be split up into a bunch of themed zones. For the first version of the game, I'm targeting around 100 levels spread across three zones (classic, ice and factory) with about 30 levels each, along with maybe a couple of 'silly' or 'weird' levels to round off the set. At the moment we probably have about a third of that many, so there is still a good deal of work to do in order to make up the needed amount.

    A forest zone was also planned, but I've dropped it for now because I wasn't able to make it feel the way I originally intended. It might make a reappearance later, or it may just end up entirely on the scrapheap. I don't know yet.

    All of the levels from the original game will return in a largely unchanged format except for the boss level, which is being completely redesigned. A few levels might end up with minor changes to make them more interesting, and there is currently no guarantee of them staying in the same order, but they should all be there. I can also confirm that the misplaced block in level 11 which renders the original game incompletable has been fixed 😀

    In the future, I would like to release level packs to expand the game, or release an official level editor to allow others to make their own levels, although that depends entirely on how successful the release is.

    The PC release will be out on Windows, Mac and Linux and distributed via Steam, priced at $1.99. I may also make it available on a platform which does not include any DRM, such as GOG, although this is not my immediate priority and if the game is released on a platform without DRM there may be a surcharge for this benefit.

    The mobile release will be out on iOS and Android, priced at $0.99, and there may also be a free ad-supported demo version on mobile (although I haven't completely made my mind up about this yet, as I detest obtrusive in-game advertising).

    Other platforms may follow in the distant future, but only if I can justify the development cost.

    Further updates will be coming shortly along with some previews of the game as it currently stands.

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