In this update2
Full notes
Full Oxytone update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Maps
- Events
Oxytone changes
In this update, we’ve added some quality-of-life improvements, but most importantly, we’ve made a lot of optimizations to the game. Thanks to this, Potato Mode 🥔 now looks much better and feels less like Potato Mode 🥔!
Main changes and fixes:
Optimized tile rendering.
Improved the on-screen element rendering queue improving drawing optimisation by an average of 20%
Changed the way the pillars on which the tiles are placed are drawn, so they can display in Potato Mode 🥔.
Changed the look of the toggle buttons so that you can see if it is on or off.
Added a pulsing effect to tiles when 10 or fewer remain.
They pulse even more intensely when 3 or fewer remain.
Improved the level selection view that you can now preview the map before playing it. These were the last graphics in the code with the prefix test_*.
Updated the appearance of challenge medals.
This change allowed us to add point values, lengths, and combos achieved during the game.
Further balanced the Crystals-1 level to make it fairer and reduce frustration.
Frequently Asked Questions:
Q: Will this update come to Nintendo Switch? A: Yes, with the release of THIS update, we’re beginning work on the Nintendo Switch update.
Q: Will there be an Android version? A: Yes, the Android version is now a priority.
Q: When will the Crystal Update come to iOS? A: The update enters testing this week. If you’re feeling brave, join the testing phase!
If you’d like to join the mobile testing of the game, here are the links: Android: https://forms.clickup.com/26508681/f/t8zc9-832/NFPI06ZNU4C1C1GE05
iOS: https://forms.clickup.com/26508681/f/t8zc9-712/KAFM6DI3T04MXREW5R
Source
Changelog.gg summarizes and formats this update. How we read updates.
