What changed
4 fixes1 addition3 changes0 removals
changedScuttle v1.01 Patch NotesThank you so much to everyone who has played and supported Scuttle during its first week! This update includes several gameplay balance adjustments, bug fixes, and visual improvements.
fixedBug FixesFixed an issue where charms would sometimes fail to collect properly after exiting Groovescape. Charms will now always correctly begin their trajectory toward the player when the required movement speed has been reached.
changedBalance AdjustmentsEach successful hit during Groovescape now awards 75 points, instead of 25 points. From a scoring standpoint, Groovescape previously felt insufficiently rewarding when activated. This adjustment should allow players to earn a fair number of points while still rewarding those who are able to progress without activating Groovescape as frequently as possible.
addedBalance AdjustmentsThe window for increasing the in game score between charm hits has been reduced from 9 seconds to 5.5 seconds. The longer window was intended to avoid penalizing players for briefly going off course, but nine seconds allowed the scoring system to be exploited too easily without progressing through the level. The new timing should provide a better balance between giving players room to breathe and encouraging them to maintain momentum.
fixedSmall FixesLevel 11: Evergreen Run Fixes Fixed an area where the player could become stuck underneath a surfboard. Fixed two areas where fish could unexpectedly travel over land and hit the player.
fixedSmall FixesLevel 12: Eternal Flow Fixes Slightly increased the brightness of the raccoons to make them easier to see. Fixed raccoon animations that could break during Groovescape.
window for increasing the in game score between charm hits9seconds→5.5seconds↓window for increasing the in game score between charm hits decreased, nerfScuttle changes
changedThank you so much to everyone who has played and supported Scuttle during its first week! This update includes several gameplay balance adjustments, bug fixes, and visual improvements.
fixedFixed an issue where charms would sometimes fail to collect properly after exiting Groovescape. Charms will now always correctly begin their trajectory toward the player when the required movement speed has been reached.
changedEach successful hit during Groovescape now awards 75 points, instead of 25 points. From a scoring standpoint, Groovescape previously felt insufficiently rewarding when activated. This adjustment should allow players to earn a fair number of points while still rewarding those who are able to progress without activating Groovescape as frequently as possible.
addedThe window for increasing the in game score between charm hits has been reduced from 9 seconds to 5.5 seconds. The longer window was intended to avoid penalizing players for briefly going off course, but nine seconds allowed the scoring system to be exploited too easily without progressing through the level. The new timing should provide a better balance between giving players room to breathe and encouraging them to maintain momentum.
fixedLevel 11: Evergreen Run Fixes Fixed an area where the player could become stuck underneath a surfboard. Fixed two areas where fish could unexpectedly travel over land and hit the player.
Scuttle v1.01 Patch Notes
Thank you so much to everyone who has played and supported Scuttle during its first week! This update includes several gameplay balance adjustments, bug fixes, and visual improvements.
Bug Fixes
Fixed an issue where charms would sometimes fail to collect properly after exiting Groovescape.
Charms will now always correctly begin their trajectory toward the player when the required movement speed has been reached.
Balance Adjustments
Each successful hit during Groovescape now awards 75 points, instead of 25 points.
From a scoring standpoint, Groovescape previously felt insufficiently rewarding when activated. This adjustment should allow players to earn a fair number of points while still rewarding those who are able to progress without activating Groovescape as frequently as possible.
The window for increasing the in game score between charm hits has been reduced from 9 seconds to 5.5 seconds.
The longer window was intended to avoid penalizing players for briefly going off course, but nine seconds allowed the scoring system to be exploited too easily without progressing through the level. The new timing should provide a better balance between giving players room to breathe and encouraging them to maintain momentum.
Small Fixes
Level 11: Evergreen Run Fixes
Fixed an area where the player could become stuck underneath a surfboard.
Fixed two areas where fish could unexpectedly travel over land and hit the player.
Level 12: Eternal Flow Fixes
Slightly increased the brightness of the raccoons to make them easier to see.
Fixed raccoon animations that could break during Groovescape.
The first week of Scuttle has truly been a blast. I’ll continue keeping an eye on player feedback and making improvements where they make sense. I’m incredibly grateful to everyone who has been part of Scuttle’s launch!