SWITCH: The 3d platformer “Glyph”, from Bolverk Games, was patched over the weekend.
Wonder what happened to your Glyph game this weekend?
Don’t worry, your Nintendo Switch is fine. Bolverk Games uploaded a rather large patch this weekend, so that’s the explanation.
But what’s new?
You can scour through the details below ofc, but the most important thing is the level swaps. Feedback suggested that the game got too difficult too quickly (not for you, ofc, you got this, but the other people playing).
The level swaps create a smoother progression on the difficulty curve. It means that you might find a level you haven’t completed in an area you already cleared. However, the portal leading to it won’t be locked, so you need to look carefully to find it. So go back and check it out.
If the level previously located in the said portal has moved to an area still locked from you, it’ll now be behind a locked portal. It’s been reset, and you can clear it again.
If you’ve opened all the areas and cleared all the levels already (well done!), nothing has changed noticeably.
Easing up on the requirements for collecting gems in the Time Trial levels is another highlight.
But there’s a bunch of stuff in there. Check it out!
– We have improved Glyph’s difficulty curve by rearranging the order of the levels in the game. We have done this based on feedback from tests, players, and critics. New players should be able to play for quite some time before encountering levels positioned at the top of our difficulty rating.
– Time Trial levels are now easier by making the time requirements for gems more forgiving. It is now easier to acquire a decent amount of gems to progress through the early parts of the game.
– The gem costs required to unlock hub areas have been decreased. The goal is to make a broader selection of levels available to new players earlier instead of forcing them to master a select few levels before continuing.
– The Artifact collectible is no longer lost when you die.
– Portal keys and the Avatar Capsule will now burst out of the explosion when you die, serving as a reminder of what you lost.
– We have made visual adjustments to the lighting and coloration of some levels, intending to make them more appealing and have them stand out better.
– A wide variety of fixes, including cases where levels had outdated thumbnails, where the UI didn’t scale properly during transition scenes, and where fonts used in specific UI elements didn’t support certain languages.
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