Sqroma has been quite an adventure, and I wanted to tweak some levels that are too difficult for the wrong reasons.
This is primarily an update to aid in the understanding of the game mechanics for new players.
World 1
Level 4 - Reduced difficulty in progressing through the level Level 6 - Added additional visual cues to understand the path
World 2
Level 4 - Made the chain reaction less random (adjusted to be in line with the previous reaction)
World 3
Level 3 - Simplified the challenge by making the execution easier Level 4 - Removed one of the possibility of getting stuck
Bonus World
Level 1 - Simplified a passage that was a bit too technical
That's all folks!
1 year anniversary - What-if Sqroma
Already one year !
Sqroma has been a long journey, from the prototype june 2021 to the lauch 1 year ago.
A complete graphic update
It had its graphics overhall
And a new boss :
The feedbacks and reviews are great, thanks to everyone that trusted in me and my work.
But today, it's about the new levels !
What-if levels
What would happen in this levels if you started from the end? Obviously, most of them are unfinishable, but what if I made really small changes? Will they be really easy? Or a new challenge will raise? Maybe old ideas you had when playing the game will be the solution this time!
Rediscover old levels in a new way.
More incoming !
Sqroma - A new world
8 months after the release of Sqroma, here is the promised update!
A complete graphic update
The gameplay of Sqroma is appreciated, but it was difficult to catch people's eyes. I worked with the help of artists to give a better style to the game. All levels have been remade with this new style, so you can restart the game and rediscover the old levels. Old save games are compatible with this version!
New mechanics
Like the first version, a new world implies new mechanics. Past the first few introductory levels, enjoy the mix of all the mechanics in the game
A special new world
While working on Sqroma, specific ideas came to mind. Imagine a Sqroma level in the dark! A whole world in the dark would quickly become boring, but only one level is interesting! In any case I hope you like the idea because the 6 levels that make up this special level are really specific like this!
A new ending
A new final special level has been created. I received a lot of positive feedback on the final v1 level. I took up the challenge of creating a level that contrasts completely with the others again to end the Sqroma adventure!
New translations
German, Spanish and Italian are added to French and English already available. All elements of the game are translated, tips included!
Thank you to everyone who supported, gave their opinion, and tested Sqroma during these long months. Hoping that this update will allow new people to discover the game and old ones to take the opportunity to relaunch it!
Sqroma Update beta test
The update for Sqroma is close to being finished! It'll be out November the 1st.
If you want to help beta test do not hesitate to come to the discord and get access to the beta test. https://discord.gg/QaqM4JmV6X
25 more levels, 41 challenges, and a graphics update!
Sqroma Roadmap
The development of Sqroma is not over, I'm still working on it to deliver a new free update. Here's the general ideas.
A graphics update
Since the game is launched, I received more feedback about the graphics and that they don't feel polished enough. And basically, without playing the game, some people think that if the graphics are not polished, maybe the gameplay is the same.
My goal is to stay with the minimalist theme but to make it feel more polished.
A new world
I want to add a new mechanic that will have its own world and to push further some mechanics already introduced. This new world will have around 10-15 levels, adding around 20-25% of more content. I don't have an exact number because it will depend on how many fun levels I can produce! And yeah, it'll have a new biome!
A new ending
The new world will be played after the current ending, and I'll add a new ending (with a new special end level, that will not be like the current one). The new ending will be linked to the new mechanic introduced, the actual level and challenge are not defined yet. But as the current last level feels different from the rest of the game, I already know what will be the unique identity of that new last level and how it will be played and why it'll feel different to play it.
It'll take a few months to work on, if you want to always be up to date, do not hesitate to : -Follow me on Twitter : https://twitter.com/woum_dev -Join the game discord : Sqroma Discord -Come to say hi to my dev stream : on twitch
Quality of life update
Thanks to the people streaming the game, I can update some level to make them better.
Training Square Level 3: Adding 2 news enemies to understand directly that every color protects the whole square. Level 4: Removing one enemy, the shortcut version of this level is too hard compared to the rest of the game
Grassland: Level 4: Easier to access the rapidity path Level C: Adding a door to protect the player from blocking themself.
Shivering: Level 1: Adding a new enemy helping understand a mechanic useful later. Level 6: Adding a mine to block an idea that is good, but not possible.
Nighttime: Level 8: Adding a door to make it better to test the possibilities instead of having to restart the level. Level 9: Making a new way of finishing the level possible.
Quality of life : -Now the challenges on the world map are icons instead of numbers and when you select them, you can see what is the challenge instead of having to launch the level. -Every challenge tells you that the level is modified, it'll help the player understand they are playing a version of the base level that forces them to finish the challenge. -Tips have now the number associated, helping players understand there are multiple tips. -Removing the cooldown on tips.
First update
Every level has a clean solution that doesn't need extra precise timing. I invested a lot of time to make the game as less frustrating as I could. Sadly it'll never be perfect!
But thanks to the people streaming the game, I detected some spots that may make the player feel what he's doing is the right answer while it's not (thus, generating frustration).
Level C Grassland : Adding some doors preventing player from blocking the mirrors and having to reset the level.
Level 7 Shivering Challenge : Adding a mine to stop players trying to force their way through the blue shots and timing a suicide. It feels too much for a good solution while being extremely difficult. All the puzzle have a clean solution that doesn't need extra dodge skills.
Debug Level 8 Challenge Nightime: Removing one enemy. Using the validate button in the pause menu does not move your square anymore. The controller cancel button works in the pause menu on the resume button.