
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.
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.
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.
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!
- Dylan