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Steam News5 April 20233y ago

Update 1.2: Quality Of Life

Hello, This update focuses mainly on communicating things to the player best. UI Changes The game didn't make it clear what the symbols below the level name on the level select screen meant.

Full notes

Full Darksy's Adventure update

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Repeated intro

Hello,

What changed

2 fixes3 additions1 change0 removals
  • UI and audio
  • Gameplay
changedUI Changes
addedThe game didn't make it clear what the symbols below the level name on the level select screen meant. To fix this issue I've added a question mark button next to them that tells you what they mean.
fixedFixed some UI bugs
addedLevel 2 has been problematic since launch and new players have struggled with it. The problem is that it is a linear level that seems like a "free roaming" level at first. What first time players do is they usually miss the switch at the beginning near the crashed rocket. This leads them to wondering all over the level, not having known what to do. To hopefully fix this issue I have made a massive change. Starting the level, it is now split in half by gates. These gates only unlock once the player has activated the aforementioned switch. The idea here is that there is no reason why the player should be on the opposite side of the level at the start when there is nothing for them to do yet so why allow them to go there in the first place? The gates should also give players a more defined goal at the start.
addedArrows now have particles to make them more stick out.
fixedFixed typos

Darksy's Adventure changes

changedUI Changes
addedThe game didn't make it clear what the symbols below the level name on the level select screen meant. To fix this issue I've added a question mark button next to them that tells you what they mean.
fixedFixed some UI bugs
addedLevel 2 has been problematic since launch and new players have struggled with it. The problem is that it is a linear level that seems like a "free roaming" level at first. What first time players do is they usually miss the switch at the beginning near the crashed rocket. This leads them to wondering all over the level, not having known what to do. To hopefully fix this issue I have made a massive change. Starting the level, it is now split in half by gates. These gates only unlock once the player has activated the aforementioned switch. The idea here is that there is no reason why the player should be on the opposite side of the level at the start when there is nothing for them to do yet so why allow them to go there in the first place? The gates should also give players a more defined goal at the start.
addedArrows now have particles to make them more stick out.

This update focuses mainly on communicating things to the player best.

UI Changes

  • The game didn't make it clear what the symbols below the level name on the level select screen meant. To fix this issue I've added a question mark button next to them that tells you what they mean.

  • Selecting a difficulty, you would get told that you couldn't complete the game 100%. This was a bit misleading because what it actually meant was that you can't reach a completion score of 100%. Having known that description I've just mention would still confuse people, I instead chose to tell to the a much more important piece of information. The text now tells the player that any atoms they collect will not be saved.

  • Playing on easy difficulty, the game now shows you on the level end screen that no collected atoms will be saved.

  • Fixed some UI bugs

Level 2 changes

Level 2 has been problematic since launch and new players have struggled with it. The problem is that it is a linear level that seems like a "free roaming" level at first. What first time players do is they usually miss the switch at the beginning near the crashed rocket. This leads them to wondering all over the level, not having known what to do. To hopefully fix this issue I have made a massive change. Starting the level, it is now split in half by gates. These gates only unlock once the player has activated the aforementioned switch. The idea here is that there is no reason why the player should be on the opposite side of the level at the start when there is nothing for them to do yet so why allow them to go there in the first place? The gates should also give players a more defined goal at the start.

Other

  • Arrows now have particles to make them more stick out.

  • Fixed typos

Until next time!

Source

Steam News / 5 April 2023

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