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Full notes
Full No Need for Flowers update
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What changed
- Gameplay
- Balance
- Maps
No Need for Flowers changes
Steam post image Summary
Hello! It's been a while since I last posted an update. I've been very busy finishing up the game and making sure it's polished as best as it can be. In this post, I'd like to share some information regarding the release plans and what to expect!
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Steam post image Everything is DONE!!*
The gameplay, content, cutscenes, and graphics are 100% finished!!
\ The only thing left now is two more songs... and then it'll finally be available for you to play!
[c]... soon... very soon... [/c]
Steam post image A sneak peek of what's to come...
Major improvements from the demo to the full game!
Several tweaks and improvements were made to the gameplay and mechanics based on feedback from testers!
All pages of the bestiary are fully unlockable on any difficulty! • The easter egg level is now replayable! • Bosses no longer deal contact damage! (no more confusing deaths) • Late-game bullet patterns have larger, more visible bullets! • The life system was simplified! • ... And more!!
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Something interesting I discovered during testing was that most players were very invested in the story and characters, and it was the main thing that kept them playing. Many of the changes were made to ensure players of all skill levels are able to see 100% of the story! The biggest change was removing all Hard Mode requirements from feature & content unlocks such as the bestiary. Now, Hard Mode mainly just unlocks achievements... Although actually, there is a fun surprise waiting for people who manage to beat Hard Mode without using any continues.
Unlockable Extras!
The main focus of the game is on the three playable routes, but there is also quite a bit of extra stuff to play around with... As you progress through the game, you'll unlock a few bonuses and features, as well as the bestiary!
Achievement Support!
The game also supports achievements through Steam, of which there are 47 to unlock! Most achievements actually have more than one unlock condition, so if you're clever, you may be able to find workarounds for some of the more challenging ones.
A new kind of bullet hell story!
NNFF's style of story is quite unique for the genre. The plot basically "turns on" in stage 4 and keeps ramping up from there.
And once you think it's all over...
... There's even more.
The story features some extremely high highs and low lows. It's also just long enough to be satisfying and just short enough to not overstay its welcome. My goal was to make NNFF one of those games that that invades your thoughts for a few weeks... Hopefully it clicks with you!
When is it coming out?
I am unable to give a specific date at the moment, but it will definitely be released between the start of August to the end of September. Whenever the release date is finalized, it'll be announced in an update post on Steam, itch.io, and on the official social media accounts two weeks before launch.
Closing thoughts
Initially, I was very worried about the reactions the full game would get from people during the playtesting phase. There are a few atypical and risky design choices that I was anticipating mixed responses from, but to my surprise, there were very few complaints other than bug discoveries and some minor difficulty issues (the game was too easy). It also was very exciting to see more people finally react to the narrative of the game, especially the unlockable character's route. Overall, everything went way better than expected, and I'm excited to finally be able to share the game with you soon!
To see more development updates and announcements like this, make sure to wishlist & follow!
Source
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