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Thread: Velocity Noodle - Jump, slide & teleport in this fast-paced platformer

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    Velocity Noodle - Jump, slide & teleport in this fast-paced platformer

    Friends,
    for the last year I've been working on this platformer that focuses on speed and movement. I call it...

    Psst.. you can wishlist it on steam

    You're a lonely worker in a futuristic city with an important job, noodle delivery.


    The goal of the game is to make you beat levels as quick as you can by figuring out different routes through the level and using movement. All your expected tricks are there but things like dashes, air movement and a sword that teleports you around opens up a lot of possibilities.





    My goal is to create base levels that most people can get through and then add harder variations that require more skill.
    This way the player can learn the game without too much stress and then level up if they decide thats what they want to do. Meanwhile I'm nudging them to play fast by having timers, medals and small things such as the player slowly losing 2 of their 3 HP points if they stand still too much.

    Aiming for an august release but if you want to wishlist it the steam page is up.

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    Hey guys,

    Velocity Noodle partook in Steam Next Fest event and had a playable demo (still there if you want to try it out). Next Fest was in my eyes a great success. I was hoping to get Velocity Noodle in front of some eyeballs and hopefully get a couple of hundred wishlists. Well, we beat that and are in the thousands! Thank you to everyone who tried the demo!

    The game got zero media coverage so the success is all organic. I saw it regularly being on the first page of the platform section so that's really really cool!

    I wanted to share the feedback I've gathered and the development focus going forward.

    • Biggest improvement needed: Visuals

    I knew this already, but got it confirmed. All in-game art is made by me (this is a one-man-band after all) and while my pixel art has improved over the year it's still lacking. Especially when it comes to clarity and overall details. The hard part about this is that focusing too much on polish at this stage risks creating content that will be wasted when levels get reworked or even scrapped.
    With that said I will either have to do another pass of all sprites or get external help.

    • Smoothening out gameplay details

    For the most part, people enjoyed the gameplay which is awesome. The movement seems to work for most which mean the core loop of the game is good, which is the most important. There's some work needed for edge cases and general smoothness to make the player feel good all the time. These are small cheats the game does to make the player feel good, e.g. letting you jump when you are right off the edge etc. A lot of these hacks are in the game but need to be tweaked.

    • Level difficulty

    Oh boy.. this is a big one. For the demo, I had to scale down from 40 to 30 to 25 levels. Which in the end meant switching order and removing levels that were supposed to either teach you something or scale it up. I think the end result ended up being way too rough and the difficulty smacks you in the face. The game got a lot of unique players but u can see playtime being low, partly because it's a demo but partly because it ramps up too quickly. I'm leaning towards scrapping most levels and just restarting. A lot of the levels are from the start of the development and it shows.

    • Encouraging speed

    The game is all about going fast and thus has some different moves. I have tried various things to nudge the player to go fast but nothing has stuck yet. I've tried medals, score, HP damage etc but now I think I've figured it out. By combining moves (e.g. dash jump -> slide) you will get a temporary speed boost, which makes novice players be able to progress and advanced players able to break the game if they want.

    Thanks for reading, you can follow more detailed development updates on my Twitter https://twitter.com/velocitynoodle and https://twitter.com/Shotgunanaconda.

    Feel free to reach out with feedback anytime!

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    Xhadoe's Avatar
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    Wishlisted and followed!

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    Thank you so much !

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    Please don't finish this any time soon, zip. Otherwise that'll be two impressive games that you've started and finished before I've finished mine. It'll hurt all the more since this one's also a futuristic speedrunning platformer

    But seriously, this looks really cool. The graphics already look pretty decent to me, so if you plan on significantly improving them then that sounds very promising. The only criticism which comes to mind when looking at those gifs is that maybe some of the color choices are too similar between foreground and background. For example, there's a portion where the player has to jump on rectangular orange platforms, while simultaneously there are rectangular orange windows hovering around the the same area in the background. The same thing happens to a lesser extent with some teal-grey elements in the larger gif. Maybe some of the foreground colors could 'pop' just a little more to help mitigate this.

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    I was watching the progress of the game on Click Converse discord server
    This game honestly looks really good, it's very fast paced and smooth which is something I really like

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    Haha good to hear from you Vol! I'm sure Velocity Noodle and Spryke can live in the same time without hurting each other so I hope to see that out soon

    I haven't updated this thread in a while since time is limited and the RoI is greater from twitter, thats where most updates are. But after Steam Demo Day I scrapped all 40 levels i had and started fresh. I took a much stricter design philosophy to have a clear goal with each chapter and level, this is to actually teach the player how to play and get a better difficulty curve.

    Another thing is that i got feedback from some players that the clarity is off, it was unclear what was backgrounds and what wasn't. So at the same time as I was redoing levels, i redraw tiles and backgrounds. I cant speak to visual quality but atleast its much more clear now.

    Third is that i realized i needed to split up the pace of the game. I never wanted to do boss fights but going level to level was tedious and boring. So each chapter now ends with a boss fight (well, two out of three since i haven't created ch3).

    If you haven't please wishlist on Steam.

    Here are some updated gifs:
    Noodle stall

    A little doggie joins the fight

    Ch1 Boss

    Ch2 Boss


    Levels

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    Game is content complete, now im just polishing different things to make it look and feel good.

    First thing was to finally redraw the running animation, animation is totally not my fortÚ so this took two full days and it's still not perfect but good enough!


    I also did two devlogs on youtube that you should watch and share
    here's the first one where I draw and implement the chapter 2 boss.


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    This looks great!

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