- v2.0 - Content Update + Console Ready Launch Patch! - 27 April 2023
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 exi…
- Hotfix v1.2.1 - 13 February 2022
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 tha…
- AL DENTE (hard) LEVEL PACK 1! - 9 February 2022
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. https://i.imgur.com/udlQiJG.gif 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…
- Hotfix v1.1.3 - 2 February 2022
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 - 27 January 2022
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. https://i.imgur.com/YEdfP3L.gif 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 m…
- Hotfix v1.1.2 - 27 January 2022
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
- Hotfix v1.1.1 - 24 January 2022
Quick patch to add camera options and fix bugs introduced by the last patch. Bug 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 Options 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 If you're enjoying Velocity Noodle, please leave a positive review. Send feedback on Steam forums or www.twitter.com/velocitynoodle
- Patch v1.1 - 23 January 2022
Thank you to everyone that bought Velocity Noodle at launch! I hope you have had fun breaking records and restarting over and over again :) Also thank you to everyone on Twitter, email, or Youtube that highlighted things that needed fixes. With the first patch I'm fixing some critical stuff. Keep sending me feedback either here on the forums or any other channel. Sit down and have a listen https://i.imgur.com/USFvQPE.gif 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. Player Player hitbox is now smaller when colliding with spikes to avoid damage taken from the sides t…
- Hotfix v1.0 - 21 January 2022
Quick fix with some bugs 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
- GAME IS OUT! GET YOUR NOODLES! - 21 January 2022
THE DAY IS HERE! I can't believe it. After two years and endless hours, Velocity Noodle is finally out. I want to thank everyone who beta-tested, liked tweets, send nice messages, or just simply looked at the Steam page. Being a solo developer can be really rough at times but knowing anonymous people liked a part of it really helps you going. The game launches with a 10% launch offer, this will only last for the first week and there's no sale planned for a while; so get it while it's fresh. While I wait for feedback (and probably bugs to fix...) I'm personally going right back in and making more levels that will be released for free very soon. If you get the game, THANK YOU, and if you like it please leave a review. You can always reach me for feedback or questions either here on the Steam forums or www.twitter.com/VelocityNoodle. Have a great weekend and happy running!
- 12 hours left! Release is so close I can taste it! - 20 January 2022
I'm really excited and nervous to let everyone play Velocity Noodle. I've been working on it for roughly 2 years, and it's almost as if my kid's going to start school (I don't have kids, I have no idea). So if you are excited for a precision platformer that makes you feel like a speedrunner, delivering noodles and beating record times, I hope you'll love it! At launch, the game will have 60+ levels (several are hard ones that you'll unlock in the post-game), but more are coming very soon. It will launch at $12.99 but with a 10% launch discount for a week. It's been challenging to manage content creation, bug fixing, marketing, and admin alone. I love it though; all the support on Twitter and here has really pushed me forward. See you tomorrow!!
- One Day to Go! Release is so close! - 20 January 2022
I'm really excited and nervous to let everyone play Velocity Noodle. I've been working on it for roughly 2 years, and it's almost as if my kid's going to start school (I don't have kids, I have no idea). So if you are excited for a precision platformer that makes you feel like a speedrunner, delivering noodles and beating record times, I hope you'll love it! At launch, the game will have 60+ levels (several are hard ones that you'll unlock in the post-game), but more are coming very soon. It will launch at $12.99 but with a 10% launch discount for a week. It's been challenging to manage content creation, bug fixing, marketing, and admin alone. I love it though; all the support on Twitter and here has really pushed me forward. See you tomorrow!!
- Devlog videos on Youtube! - 23 November 2021
Hey everyone! I recently started doing some devlogs and posting them on YouTube. If you are interested in some behind the scenes development I'll link them here :) This is really new to me so feel free to leave some feedback on what to improve or if you enjoyed them. Episode 1: Creating a boss with pixel art timelapse and implementation Episode 2: Level design, how to sketch it, build and iterate it. Episode 3: Making visual fx and polishing the game Enjoy and let me know what you think :)
- Development Focus Moving Forward - 6 July 2021
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 reworke…
- Velocity Noodle Demo OUT NOW - 16 June 2021
Hey peeps! Just wanted to let everyone know that the demo for Velocity Noodle is finally out for #SteamNextFest ! It has 25 levels and shows off 3 sword powers/gimmicks and should give you a good taste of what's to come. If you don't already know Velocity Noodle is my homage to speedrunning and platformers. I always wanted a 2D platformer that went fast without the need to break the game (it goes faster if you break it...). Give it a try and don't forget to wishlist! https://store.steampowered.com/app/1488650