- Update 1.1.4 - 10 June 2022
Adjusted the last result station to indicate that you need to not only finish under par, but you have to save all the Nummels too Cleaned up a couple pain points with the "Watch that first step!" level. There were too many ways for Nummels to die in annoying ways. I made it so that Nummels can't accidentally fall off the left side of the start point, and you no longer have to worry about Nummels falling into the water near the secret exit. That water is there so the player has a way to respawn themselves if they get stuck down there.
- Update 1.1.3 - 9 June 2022
Fixing up some small issues to make the game work better with Steam Deck Pause the game when the Steam overlay is activated Use Vulkan graphics API by default on Linux build
- Update 1.1.2 - 24 May 2022
Various minor level adjustments This one's easy! - Make the hitbox on the first exit smaller so it's easier to get over with a single ladder Step by step! - Move the start button so players don't get stuck trying to jump up when Nummels are walking over the gap and getting in the way Dig it! - Add some rocks to prevent players from digging under the exit area Watch that first step! - Make it safer for Nummels to walk into the underground area, and split the ladder so it's easier to get out of the hole on the left They call me Mr. Squishy Face! - Make it easier to get up to the top area by wall sticking on the left side Nummels stay right! - Move the ladders on the far left so they are easier to spot (some players didn't see them way over there) Numminko! - Make it so the Nummels don't walk back to the springboard after they fall and are launched over Hidey hole! - Make it more clear tha…
- Update 1.1.1 - 18 May 2022
Fixed an issue where replays couldn't be loaded from the leaderboards.
- Big old pre-release update 1.1.0 - 18 May 2022
I was lucky enough to have one of my first review keys used by a person that goes by Dwaggienite on Twitch. He was very thorough about completing each level 100% on his first playthrough. It was super helpful to watch his stream as he found many pain points and frustrations. He may have even rang the bell of rage a few times. My game was a bit under cooked, but I've just done some baking and hopefully now it's just right, or at least a lot better. Wall stick/pop mechanic One of the core parts of the way player movement works in Nummels is that you can sprint and then squish into a wall, where you stick for a second before being able to pop off at high speed and get some crazy height. This can also get in the way more than it helps when you continuously stick to walls as you're trying to get around a level quickly. It could also maintain your speed when you weren't pressing anything on t…
- It's the "no more squashed player character" update! - 19 July 2021
I was watching a guy play the Nummels demo on Twitch a couple weeks ago when I saw him run into a bug that I had already fixed in the non-demo version of the game. This would happen if you held the jump button while you respawned after dying. It was something weird where the jump animation would get stuck on the first frame. I fixed it by adding this script to the animator so that it will always reset the playback speed when entering the jump state in the Unity animation state machine thing. public class AnimatorResetSpeedOnEnter : StateMachineBehaviour { public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.speed = 1; } } There was one other bug that was way worse than being shorter and fatter than the average Nummel. If you restarted the level just wrong, it would load a second instance of the level at the same time, leading to al…
- Doing it live! How I made updates during the festival. - 22 June 2021
I was planning to stream later tonight, but I realized this morning that the schedule for the Steam Next Fest ends in a few hours, so I'm sneaking this livestream into the schedule before it's over. I plan to show some clips from a few streamers where they ran into problems and then show updates that I made in response to those problems. Thanks to TheElectricMindset, TheMischievousMoose, Spectropolix, and Aron_dc for giving permission to use their footage on my stream!
- Nummels Developer Livestreams! - 14 June 2021
Come on over to the Nummels store page on June 22nd at 6PM Pacific! I'll be playing through the full version of the game (probably not every level), and then I'll probably do a dev stream for a bit where you can see what the process looks like while I'm working on the game. I'm also planning to do dev streams for an hour or so each night of the event from the 16th to the 22nd at around 6 or 7PM Pacific on weekdays, 2PM on Saturday and Sunday.
- Language Support! - 10 June 2021
I had always been a bit intimidated about dealing with localization for my game. This has been a do-it-yourself kind of project -- I even took some music lessons to learn the basics of composition. One thing I can't do myself, at least not before finishing Nummels, is learn Chinese. It turned out that it wasn't such a big deal to pay someone to do this part. After getting the game ready to be able to swap out all the text with any other text, I asked for a quote from a bunch of localization companies. I found about a dozen of them that have experience doing game translation. I settled on one that had a good price and nice features -- I liked that I could see the progress of the translation as they were working on it and I could answer questions from the translators directly. I ended up spending about as much on my nice cover art illustration as I did to get the whole game translated int…
- Update 0.6.2 - 1 July 2020
I tried making an interesting level as a finale for the demo in the last update, but I think it turned out to have too strong of a difficulty spike. This update just replaces that last level. I'll save the old one for the full version of the game.
- After Festival Demo Update 0.6.1 - 28 June 2020
The Summer festival is over and here are some changes based on things I saw and learned. Keep it short I think the demo was too long and took too long to get to the more interesting stuff. I lost about half of the people that tried the demo before they even got to the gum. It's a tricky balance with those early levels teaching important concepts but not being as interesting. They're really tutorials disguised as the regular game. The demo included levels that were disabled, where you could jump in a portal to progress past the level. I thought it would be fun to tease those, but they just kind of broke the flow and confused some people. There was also a hub level where you had to deposit keys found at the end of other levels, which wasn't really necessary for the demo. With that, I trimmed out a bunch of unnecessary stuff: A few less important or less fun levels The disabled levels The…
- Save these dinguses! - 16 June 2020
I made this game with these dumb little creatures, and you get to play as one of them to help them get home safely. The demo usually takes 15-30 minutes to complete. This has been my nights and weekend project for the last five years and I'm planning to release in Spring next year. I hope you like it! ❤ Nate Platt
- Nummels Hangout Time - 7 June 2020
Come and hang out with me, the guy who made this dang thing! I'll play through the demo and you can tell me about your day. I hope you've had a nice day. Ask me about whatever. If you want to know how I built a sound (answer: possibly with my mouth), or why this game needs a self destruct button in almost every level (answer: because it's fun, and other reasons).
- Update 0.5.0 - 6 June 2020
Change notes Player no longer sticks to Nummels when sprinting into them Pop speed significantly reduced when holding the direction opposite to the pop when popping out of a wall stick Added options for sprint modes. Can hold the button to sprint, hold the button to walk, or press the button to toggle Moved the self destruct station on Walk or chew, not both! to make speed-running more interesting Fixed some issues causing replays to not play back correctly. Replays that are under the par time record more detailed playback information to detect when playback is out of sync. Longer replays don't include extra data to keep size small Fixed menus locking up when closing and rapidly reopening a level from the world map Lowered default music and sound volume Fixed cosmetic items not showing correctly when watching replays Moved replay controls overlay to bottom center Nummel corpses no longe…