In this update3
Full notes
Full Q - A Neon Platformer update
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What changed
- Gameplay
- UI and audio
- Fixes
Q - A Neon Platformer changes
Hi and welcome to the patch notes! Today’s update should bring some quality of life improvements and address some minor bugs we’ve noticed in playthroughs and feedback:
New Stuff
Added brightness, intensity and gamma sliders to the graphics menu One of the most requested features was the ability to dim the screen a bit, presumably as to not attract *every* mosquito in a 3-mile radius. Thus, with today’s patch, we have added an “appearance” menu to the graphics options to allow you to tone the neon down a notch.
Added the ability to open the menu on the start screen A little quality of life improvement to skip the initial jump when re-opening the game.
Collectables are now displayed faintly if already collected. Also, they can be collected multiple times now If you want to relive the rush of getting that one tough collectable again, you no longer need to reset the game!
Made level backgrounds more consistent As you may know, Q features a bunch of secret levels and hidden paths. However, some of the paths didn’t stand out as particularly special through their color theme, leading to many confused players not realizing they’re walking on the super-hard path. So, we changed the colors of these secret levels to let you know somethings up.
Gameplay
Adjusted the difficulty and accessibility of various levels While Q is and always was meant to be a difficult game, we realize that we may have gone a little overboard with some of the challenges. You will notice some updates to the levels - we especially tweaked
the dark ice world. It’s less slippery now.
Bug Fixes
Fixed an issue causing wall jumps to sometimes not work correctly on moving platforms
Made gravity lines more consistent - When quickly oscillating - When wall jumping after a gravity switch
Fixed a couple localization issues (en/ger)
Added a few missing level names
Source
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