As mentioned in our last update, we're looking to better the experience for our players and for this update we're hoping to help out those who are struggling a little with the middle levels, as well as a few other little alterations to the back-end.
What's Changing
Levels We've found a lot of players are managing to handle the simple running, jumping, shooting platforms, and the laser walls all pretty well once they get some practice, but the switches which move platforms into position are causing a number of headaches. We've returned to levels 3a all the way to 4d and reduced the number of both switches and lasers to help alleviate some of those overwhelming sections. Veterans won't be impacted by this, but newer players will hopefully have a better time of it.
Likewise, the area 5 levels (5a, 5b, 5c and 5d) have received some further adjustments to their layout where we didn't quite hit the mark the last time out. We're striving to provide a good set of main levels, so please let us know how you go with them, and if you have any issues at all.
Bug Fixes
Movement no longer tied to Framerate This was a fix the speedrunners were really after. An oversight on our behalf meant a few incredibly low times were set.
Nets added to catch you A fine-tooth comb ran through all of the levels catching any holes we might have missed, fingers crossed that's all of them.
Occlusion Culling Fixes We had a couple of reports of some Occlusion Culling issues, this should help the game run just that tiny bit better (likely a frame or 2 in later levels on older machines).
Restarting Level is more consistent If you're prone to spamming the restart level button, it now handles it properly as 1 restart instead of multiple.
We've updated our privacy policy
Yes, even we've done it. Due to the changes to the GDPR and that we collect analytics based on your playing behaviours (mainly level times and number of playthroughs) we've added in a "Data Privacy" opt-out selection in the Options menu. If you prefer that we don't collect any of this information, feel free to make use of this feature. Please note that selecting the option will open up a webpage in your browser though so be aware if you use a controller.
If there are any issues or bugs, or general little annoyances you've found, send an email directly to us at wreckedangle@outlook.com.au with the subject line "NovaFlowBug", or put a comment in below.
Happy Running!
Wrecked Angle Studios.
Post-Launch Update
Welcome to our first Post-Launch Update notes!
The game so far has been met with extremely positive feedback, and it has been awesome to hear how much everyone has been enjoying playing the game. There are a few small changes to (hopefully) make your playing experience with Nova Flow that bit better.
What's Changing
Levels Following feedback from the community levels 4d, 5a, 5b, 5c and 5d have received some slight changes to their layout. They have all maintained their theme and identity, however some of those unnecessarily frustrating jumps and platforms have been replaced with more negotiable ones. They by no means make the levels cake-walks, but they shouldn't be nearly as bad to complete. Let us know how you go with them!
Bugs
No More Magic Carpet Removed Frame-Perfect bug where you could fly...Seriously...
Level Times Show Properly Fixed issue where your set time wasn't always displaying correctly on the time screen.
Prevented Level Restart Glitch Removed ability to get insanely low times through a glitch/skip
Playing Falling Forever So it seems we left some holes in some levels, hopefully this time we've fixed them all.
Shout out to those who sent us emails to let us know about various bugs/issues with the game. Once again, we'll be doing our best to bundle together as many little changes and tweaks as we can to push out over the next while.
By all means let us know if there are any issues or bugs, or general little annoyances you've found by sending an email directly to us at wreckedangle@outlook.com.au with the subject line "NovaFlowBug", or put a comment in below.
Happy Running!
Wrecked Angle Studios.
Launch Day Review & Upcoming Fixes
First of all a huge thank-you to everyone who has supported us to this point, and to those who have been busy playing the game. It has been so amazing hearing about everyone's experiences with the game.
In saying that, there are a few things to mention.
Potential Changes
There are a few small bugs we've found (and heard about) in the first day or so.
We'll be looking to stamp those out.
Likewise, there seems to be a couple of frustrating snippets in levels that players are struggling with more than we want them to, so a revisit to adjust them is planned.
So when's this happening? Good question! Though our ability to provide a quick hotfix of sorts is limited, we'll be doing our best to bundle together as many little changes as we can and hopefully have something out to you next week. Exact time and day is still TBC, though we hope it'll be sooner rather than later.
What can you do to help? To help us along, if you have experienced any issues or bugs, or general little annoyances, feel free to send an email directly to us at wreckedangle@outlook.com.au with the subject line "NovaFlowBug", or put a comment in below.
Happy Running!
Wrecked Angle Studios.
Steam Page Overhaul
Two posts in 2 days! We might be getting onto some sort of roll here.
Following on from yesterday’s update on the state of the game, we have a big update here on our steam page.
What’s Changed?
New Screenshots New and improved screenshots have been added to coincide with the big updates made to the game, these give a far more accurate representation of what it looks like in-game than the old ones.
New Graphics The design of the page has been revamped with new images and glorious GIFs to really make it pop. Far better than the old bland page, that’s for sure.
New Gameplay Trailer Of course we can’t go past showing off a new gameplay focused trailer. This will give you a taste of the action before you get the opportunity to dive in when we release the game.
Updated Information on Game Features We now actually tell you some of what you’ll encounter in the game, the 40 levels you’ll play in the game are split into two groups of 20. The first will guide you through the mechanics as you progress, while the other 20 will throw up a few different challenges. Coupled with that, for people wanting an extra challenge, we’ve introduced 3 different speedrunning modes; Standard, Random and Custom. Accompanying these will be online leaderboards so you’ll be able to see where you stack up against the rest of the community, or if that’s not your style, you can track your medal progression if that’s a little more your speed.
Be sure to follow our social media tags: Twitter, Facebook, Youtube for more regular updates, GIFs and videos as we get closer to launch for “Nova Flow” and post any questions you may have in the comments section below or on our social media as we’d love to hear from you!
Evolution of a Name
After several months of silence on our end, we’re finally at a point we can announce some news for the game.
It’s been a crazy few months since PAX AUS 2017 and we’ve been hard at work building the contents of the game to a point of release. Speaking to a number of people at PAX last year gave us great insight into what our community were after and what would be feasible in the time we had before sending it live.
What’s Changed?
Early-Access was going to be a big opportunity for external testing and feedback, however we knew that this would come at the cost of variety and depth of content at the time of release. Pushing the game live with 10 unpolished levels was never going to be received well, particularly when the capacity to deliver compelling updates regularly was going to be severely limited. The game needed a lot of work. Following a series of internal discussions, our view turned towards bringing a full release, and foregoing our proposed Early-Access period.
The name was a sore point, though it took several sessions to come up with “Chromalocity”, the name didn’t mean a lot to our playerbase, nor did it give us much opportunity to build a greater following. After all, who really understood the name was derived from mixing “Chroma” with “Velocity”? With several more sessions a name came together and we’re pleased to announce that the name of the game to be released is “Nova Flow”.
What’s Next?
We’re more optimistic than ever in producing a solid game, and more news will follow in the next couple of days (for real this time!) and we know that people will be stoked with what we have to show off.
Be sure to follow our social media tags: Twitter, Facebook, and Youtube for more regular updates, GIFs and videos as we get closer to launch for “Nova Flow” and post any questions you may have in the comments section below or on our social media as we’d love to hear from you!