Velocity Noodle cover
Velocity Noodle screenshot
Genre: Adventure, Indie

Velocity Noodle

v2.0 - Content Update + Console Ready Launch Patch!

Hello everyone!

We have a major update today. Firstly, as you may have noticed, the game now has a publisher! Top Hat Studios has partnered with Shotgun Anaconda to help with the title, including bringing the game to consoles (of which it will be going live as of today, 4/27!!). However, in the mean time, we've had a celebratory discount running for the title. As of today, to coincide with the console launch, we've also rolled out a 2.0 OVERHAUL PATCH! This patch is pre-existing on consoles, and was implemented here for all versions to match each other universally.

The patch notes can be found below:

MAJOR ADDITIONS:

  • New "Hard Mode" chapter: 16 brand new levels + new level mechanics!
  • 32 new chopsticks to collect in the hard levels
  • New Heart collectables added: beat levels without taking damage to get a noodle heart
  • New animated, anime-style pixel portraits for all dialogue!
  • Improved existing levels: Adjusted difficulty of early levels creating a better difficulty curve, added killzones to levels that were missing them, graphical fixes for tilemaps, + various level bugs have been fixed
  • Improved speedrun counter, now shows times correctly and more clear - accessible through options
  • Added 5 languages (6 now exist, including english)


BUG FIXES

  • Better controller support: Improved controller detection fixing edge cases, added better controller UI in menus and in-game, + fixed button inputs not triggering correct actions
  • Pause screen correctly pausing player actions and in-game effects
  • Bosses correctly avoid attacking player in tight spaces
  • D.R.O.N.E. boss keeps attacking player instead of stopping
  • Improved background shaders fixing micro stutters and fps drops
  • Improved Camera tracking: now catches up to player quicker, camera LERP can be turned off in settings if player prefers to have a locked view
  • Player collision for bounce pads improved to avoid being forced into walls
  • Clear button input between screen transitions to avoid ghost input
  • Various performance improvements(300+ lines of code adjusted), should run much better on lower end PCs
  • Various graphical fixes


We hope you all enjoy the new additions!

Hotfix v1.2.1

Quick patch to fix some minor QoL issues


    Version v1.2.1
    Adjustments
  • Adjusted some CH1 levels to have some safety blocks + some more decorations.
  • Plugged up some killzone holes + Game will now restart if player leaves the play frame
  • Reseting keybinds are now keys 9+6 instead of only P, making it possible for players to rebind that correctly
  • Adjusted Jump buffer

    Bugs
  • Multijump now resets correctly when landing on the ground, should be more responsive than before
  • Disabled some Debug buttons that were active by mistake
  • Control strings in score strings now show your rebound keys

    Previous v1.2
    Content
  • New hard levels with trophies and record times
  • Adjusted level 6 and 7 to make them easier
  • Added outline to Boss 1
  • New sprites and effects for laser traps

    Bugs
  • Lasers now have correct Z-index
  • Pause works on boss 1 now
  • Boss 1 attacks correctly when player slides under an obstacle
  • Rare bug that that showed the wrong amount of levels is now fixed.

AL DENTE (hard) LEVEL PACK 1!

Big noodle bowl incoming!

Al Dente level pack is the first content patch and it brings a bunch of new hard levels, bringing the total hard levels up to 16 (an entire chapter). To unlock hard levels you have to finish the regular 48 levels, in the level select screen you then press the Sword button (default X) to switch.



This patch also adds some bug fixes and tweaks early Normal levels to make them a bit easier. This makes the difficulty curve smoother for all users (trophy times are not changed).

While the game should be challenging some of the early levels were way too big of a hurdle, it's sad that a lot of people tried the game but didn't see later content and gimmicks because they spent way too many retries at level 7. Hopefully, this helps people get further.


    Content
  • New hard levels with trophies and record times
  • Adjusted level 6 and 7 to make them easier
  • Added outline to Boss 1
  • New sprites and effects for laser traps

    Bugs
  • Lasers now have correct Z-index
  • Pause works on boss 1 now
  • Boss 1 attacks correctly when player slides under an obstacle
  • Rare bug that that showed the wrong amount of levels is now fixed.


Enjoy and let me know what you think!

Hotfix v1.1.3

Quick patch to iron out some minor noodles


  • PB counter now correctly updates when restarting a level. At goal, PB counter still shows the old record so you can compare your times.
  • Dashing SFX now doesn't repeat when the engine corner corrects the player when Air Dashing.
  • TALK trigger appears and disappears correctly if you have new dialogue
  • Chopsticks were disabled on several levels by mistake, blocking players from achieving 48 chopsticks (these levels now have collectible chopsticks: 21, 22, 29, 34, 35, 36, 43)


Next update will be a content update with new hard levels (ETA next week)

LAST DAY TO GET 10% OFF + V1.1.2

How cool is it that it's already been a week? Thank you to everyone that bought, reviewed, did videos, streamed, tweeted etc! We are a nice little noodle club here :) If you haven't joined, there's ONE MORE day to get 10% off, so hurry!

During this week, there have been 4 patches adding features optimized and fixed bugs. More is coming; as promised before, there will also be free content updates with more levels coming very soon.



    Engine
  • Improved how deltaTime is calculated and used. This should fix a lot of micro stutters and random frame drops when executing moves. Player movement should be smoother in general.
  • Tons of optimization throughout, should improve performance for lower-end PC 10-20%.
  • Fixed collision mask and death boxes in various levels
  • Background and obstacle assets are more clear.
  • Changed backend system for controllers. This should be way more efficient and responsive. Hopefully fixing issues with eaten inputs.
  • More optimization of redundant code, improving performance

    Player
  • Player hitbox is now smaller when colliding with spikes to avoid damage taken from the sides too early.
  • Player resets side movement when no keys are pressed even while airdashing

    Options
  • More scaling options, previously it was locked at 3x the window size. Now it goes up to 5.
  • Dedicated fullscreen options. Previously fullscreen was possible by maximizing game window, now there is a toggle in the Options menu for borderless fullscreen.
  • Smoothed out camera values to make it more stable, feel free to feedback on this if its better or worse
  • Added an option to lock camera on player, this removes all LERP and movement, locking the player in the center
  • You can't bind the same key twice. Note, if you do mess up your controls, either hold P on rebind screen or edit the keybind.ini in the game folder.

    Minor
  • Controller HUD icon should now disappear correctly when skipping dialogue.
  • Correct sound effect is played on certain booster belts

<*>Debug window was shown during level generation
<*>Removed debug button to instantly beat level
<*>Fixed bug where you couldn't throw sword in levels with no teleport boxes
<*> Fixed bug introduced by last patch that triggered multi-jump when wall jumping
<*> Fixed bug introduced by last patch that didn't restore movement if you restarted a level after you hit the goal
<*>Fixed a bug that spawned your thrown sword too far back resulting in you teleporting to the same teleportation point over and over.
<*>Rare bug where you couldn't finish the level and restart


Thank you everyone and keep the feedback coming :)

Hotfix v1.1.2

Quick patch to fix some things


  • Changed backend system for controllers. This should be way more efficient and responsive. Hopefully fixing issues with eaten inputs.
  • More optimization of redundant code, improving performance
  • Fixed a bug that spawned your thrown sword too far back resulting in you teleporting to the same teleportation point over and over.
  • Rare bug where you couldn't finish the level and restart
  • You can't bind the same key twice. Note, if you do mess up your controls, either hold P on rebind screen or edit the keybind.ini in the game folder.


Let me know if something broke or needs to be improved, use the Steam forums or www.twitter.com/velocitynoodle