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Snake Pass Patch Adds Trials and Leaderboards for Switch, Fixes and Improvements Across All Platforms


Sumo Digital have launched an all platform patch for Snake Pass, its slithery physics platformer. On Nintendo Switch, the patch adds time trials and online leaderboards, allowing players to challenge each other to see who is the best snake charmer of them all. On PC, Razer Chroma Keyboard support has been added, along with a 4K UI fix for those that game in 2160p. There are also a host of improvements and fixes for all platforms. Most importantly, Sumo has had a chat with Doodle as he was being a little unreliable with his tail grabs. He has agreed to listen out for Noodle’s whistles a lot more attentively, so players should find him a much more helpful buddy from now on. Full patch notes can be found below.

Snake Pass is a retro-inspired platformer, where players slither, curl and climb their way through increasingly challenging worlds filled with intricate obstacles and fiendishly mind-bending challenges. Snake Pass is available now on Nintendo Switch via the Nintendo eShop, Xbox One via the Xbox Games Store, PlayStation 4 via the PlayStation Store and PC via Steam or the Windows Store. Snake Pass supports HDR on PlayStation 4, PlayStation 4 Pro and Xbox One S, for players with an HDR compatible TV.

When a mysterious intruder threatens the tranquillity of their home, it’s up to Noodle the Snake and Doodle the Hummingbird to embark on a daring journey to save the day. Controlling this dynamic duo, you must ‘think like a snake’ and slither, curl and climb your way through 15 levels across 4 increasingly challenging themed worlds. Snake Pass is a unique take on the platforming genre that is intuitive and fun to learn, but will gradually test your snake charming skills to the limit!

To visit the official Snake Pass website visit: www.snake-pass.com
Follow Snake Pass & Sumo Digital on Twitter: @Snake_Pass & @SumoDigitalLtd
Like Snake Pass on Facebook: https://www.facebook.com/SnakePassGame/

Snake Pass Patch 1.2.0 Notes

Nintendo Switch

TIME TRIAL AND LEADERBOARDS: Time Trial mode is now available for Nintendo Switch players. Battle it out against friends to see who can make it to the top of the leader boards with the quickest time

Steam / Windows 10

RAZER CHROMA: support for Razer Chroma Keyboards has been added

4K UI: fixed a bug where the UI was not displaying correctly on 4k monitors for PC players

STEAM: Steam version now sets to the language that Steam is set to rather than the OS of the PC

PlayStation 4

PLAYSTATION 4 AUDIO: fixed an issue where PlayStation 4 audio was unintentionally compressed

Global

TAIL GRAB: fixed a bug where Tail Grab was unreliable

TIME TRIAL: fixed a TT exploit where players could get a time of zero

TIME TRIAL: fixed an issue in Time Trial where some players could not complete the level

TIME TRIAL: fixed an issue in Time Trial that prevented the timer from not displaying correctly

LEVEL 11: fixed an issue where the ball would activate incorrectly for some players

QUETZALCOATL ACHIEVEMENT: fixed an issue with Quetzalcoatl not triggering correctly for some players. If players have previously reached the requirements, playing a level without dying again should trigger the achievement.

FLOOR IS MOLTEN ROCK ACHIEVEMENT: The Floor Is Molten Rock achievement now triggers correctly

CAMERA: fixed an issue where the camera did not move as fast as intended

LEVEL 9: fixed an issue where the camera would not move for some players making the level unplayable

TAIL GRAB: fixed an issue where Noodle would move faster than intended while Doodle was holding his tail

GAME ICONS: all platforms have updated game icons

GENERAL FIXES AND PERFORMANCE IMPROVEMENTS

Sumo Digital teasing Snake Pass news for tomorrow





I have no idea what this could be, but I'm excited. Anything to get people to check out Snake Pass is good in my eyes!

Snake Pass, TumbleSeed devs discuss unique controls, trying something new, taking risks

Coming from Seb Liese of Sumo Digital...

“It’s been really hard to innovate because of the hardware that’s been in place. When you realistically break it down, how many buttons are there on a controller?

At the beginning (of Snake Pass) we had all these plans for big open world levels and powerups you could collect, but we decided to distill it down to what was unique, and that was the snake movement. We challenged you to reprogram your gaming brain and almost learn new motor controls, which is a big ask all on its own.

We always knew that the controls were going to be a hurdle, they were going to be weird, but that was a good thing, because it’s completely new. A big part of the industry sticks to doing what’s safe, doing what will sell. It’s up to the indie developers to try something new, even though it won’t pay off most of the time.”

Coming from Greg Wohlwend, TumbleSeed dev

“Games like Snake Pass and TumbleSeed might have been received differently 5 years ago. I think there were more people then who were open and more patient to indie games, smaller games, and weirder games.

It’s extremely difficult (TumbleSeed) because of the control scheme, because it’s very new to people. It’s an alien way to control a video game. We tried all sort of things, touch screens, analog buttons, and tilting controls, but nothing worked as well as plain old up/down digital controls. We never thought the controls were a huge risk, we thought it was a huge asset to the game, but people didn’t get it, and then the difficult nature of the game really pushed people away. If it’s new, it’ll be a new taste, and you’ll have a visceral reaction to it. A lot of people bounce off.“

Unreal Engine blog - How Unreal Engine helped Snake Pass achieve a multiplatform launch

Hi there, my name is Pete Harrap and I am one of the Technical Directors at Sumo Digital in Sheffield, England. Following our successful launch, I’m super pleased to describe our experiences using Unreal Engine 4 to deliver the multi-platform release of Snake Pass, a platformer with a unique twissssst.

Let’s start with an important question that many developers could face - how do you go about the task of creating a whole new gameplay style while bringing it to multiple platforms? Well, we started by choosing a respected and well supported game engine that can ship to all the platforms we intended to release on. Then, we ensured that we had the proper tools to effectively experiment. Unsurprisingly, there are no tutorials on how to make a virtual snake, so selecting an engine with a comprehensive, designer-friendly interface was a must.

Feature here

Snake Pass - "First 30 days" infographic, patches being worked on, DLC being considered

Now sure, things have quietened down, but that’s not to say the team isn’t still hard at work, no sir-e! We’re all still committed to Snake Pass, so there’s plenty of work going on behind the scenes from upcoming patches, to quality of life changes, right through to exploring other possible avenues of getting Snake Pass into YOUR hands. Oh, and there may or may not be additional content being explored too…Not that we can confirm or deny that either way.

Full blog here (thanks NicoDarunia!)

Sumo Digital considering Snake Pass DLC, as well as a sequel

A portion of a Nintendo UK interview with Sumo Digital...

NUK: What can fans of Snake Pass expect next from Noodle?

SD: As we were creating Snake Pass we constantly had ideas that we weren’t able to implement. There’s so much potential still left in the idea that I think everybody who worked on it would love to realise that potential in either the form of DLC or maybe a sequel.

Especially for DLC. When you make DLC, you’re going to assume that everyone who will buy that has fully finished and enjoyed the rest of the game. So we don’t have to worry any more about difficulty; we know that everyone who is playing the DLC has mastered Noodle. And there’s so many crazy things that Noodle could still do, if only we were sure that people have the skills. So if and when we go DLC, you’ll get some really cool things that we know he can do.

Snake Pass Slithers Into Number One Spot For First Ever European Nintendo eShop Chart

April 10th, 2017 - Sheffield, United Kingdom - Independent developer Sumo Digital, the studio behind AAA blockbusters Sonic & All-Stars Racing: Transformed and LittleBigPlanet 3, today announced that Snake Pass, its slithery physics platformer, has secured the number one spot in the European Nintendo eShop chart, topping sales in United Kingdom, France, Italy, Spain and the Netherlands. Snake Pass saw off fangtastic competition from the likes of The Legend of Zelda: Breath of the Wild, Snipperclips - Cut it out, together! and Shovel Knight: Treasure Trove.

“When I first had the idea for Snake Pass, I had no clue where the game would take me,” said Seb Liese, creator of Snake Pass. “But here we are today, having secured the number one spot on the Nintendo eShop chart in Europe. It’s been such a pleasure to hear about everyone enjoying the game.”

“I’m hugely proud of the studio and I know that everyone at Sumo is thrilled that the game has resonated with players to such a degree,” said Paul Porter, COO of Sumo Digital. “We always knew Snake Pass was a great concept, but we’ve been totally surprised by the scale of positive reaction to the game. To be the first ever number one on the Nintendo eShop is a piece of hiss-tory I can get behind.”

Snake Pass is available now on Nintendo Switch™ via the eShop, Xbox One via the Xbox Games Store, PlayStation 4 via the PlayStation Store and PC via Steam or the Windows Store. Snake Pass supports HDR on PlayStation 4, PlayStation 4 Pro and Xbox One S, for players with an HDR compatible TV.

When a mysterious intruder threatens the tranquillity of their home, it’s up to Noodle the Snake and Doodle the Hummingbird to embark on a daring journey to save the day. Controlling this dynamic duo, you must ‘think like a snake’ and slither, curl and climb your way through 15 levels across 4 increasingly challenging themed worlds. Snake Pass is a unique take on the platforming genre that is intuitive and fun to learn, but will gradually test your snake charming skills to the limit!

To visit the official Snake Pass website visit: www.snake-pass.com
Follow Snake Pass & Sumo Digital on Twitter: @Snake_Pass & @SumoDigitalLtd
Like Snake Pass on Facebook: https://www.facebook.com/SnakePassGame/

Sumo Digital shares a cut idea from Snake Pass

A portion of a Nintendo UK interview with Sumo Digital...

NUK: How has the game design changed from that original demo to now?

SD: When I presented the initial idea we were planning to make Noodle grow as you collect things, but as we started experimenting we realised that the length that he is now is the optimum length. It’s currently 35 spheres long and we’ve experimented with everything between one sphere, which is basically a head and a tail, up to maybe 70 spheres just to find when the climbing feels the best. We realised that as soon as you’re much shorter you can’t climb anymore, so we almost had to build a separate game for when you’re short, when you can’t climb. We didn’t have the time and the budget, initially, to realize that in a good way so it would not have felt good enough to really include. And the same thing applies when you make him longer; even five spheres more, the element of gravity pulling your tail becomes more and more present so it just becomes a nuisance, this long thing you’re constantly dragging around with you. We ended up landing on the optimum value of 35 segments. We maybe could have played it between 25 and 35, but in the game that would have only been a short amount, so it wouldn’t justify adding a wrong mechanic to the game.

Sumo Digital shares more insight into how easy it was to bring Snake Pass to Switch

A portion of a GamerPros interview with Sumo Digital creator Seb Liese...

GP: It seemed that the Switch took really well to Unreal, and it was a smooth process for you. There weren’t any hitches at all?

SL: No. We only got our dev-kits for the Switch around the end of November last year. In December, lots of people had to take holidays (because they never do), so it was only in January that we really started looking at the port. The coders were saying that within seven days’ work approximately, they had it fully running on the Switch.

After that, of course, there were some tweaks. You’d notice that certain things didn’t work well enough on the Switch, so you’d have to make a couple of tweaks here and there. But yes, the initial process from it being purely PC to having it on a handheld was about seven days from what I’ve heard. I think in the future, that will be even quicker, because essentially, Unreal has an “export as Switch” button now, and because both Unreal and Nintendo have worked closely with us to smooth all this out. I think in the future it will be even simpler for other companies, and for ourselves as well.

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