Devlog
Devlog 2: What Playtesting Changed in +1 Nose to Escape

A game can look finished and still feel wrong the moment you play it. This post is the list of things I changed in +1 Nose to Escape after playing it over and over, and why. If you read the first devlog, this is what came next.
Levelling was way too easy
The first nose skins gave huge jumps. The starting nose gave +1 a second and the best ones gave thousands. You could buy a few noses and fly through the levels in minutes, and then there was nothing left to do.
So I rebuilt the numbers:
- Noses are small steps now. Wooden gives +10 a second, Carrot +20, and they climb by about +10 each until Rainbow at +200. The noses guide has the full list.
- Everything is in tens. Nose comes in tens, so the numbers feel bigger without the game being faster.
- Levels cost a bit more each time, and from about Level 10 each one gets a little more expensive again.
- Rebirths come in a curve. The first one is at Level 10, so you see what it does quickly. After that it's Level 25, then 35, 43, 50 and so on. They get closer together, because each level takes longer.
The landing threw people into the lava
When you let go of your nose, you used to get a little hop forward when you landed. It sounds harmless, but it kept throwing people off the edge of the platform and into the lava. That feels unfair, because you did everything right.
Now there's no hop:
- If your nose is stuck in the floor, you land still.
- If it's stuck in a wall, you smoothly pull yourself up onto the top.
- If you let go in mid-air over a platform, you just drop straight down onto it.

The zip was too fast
For a while the zip along your nose was really fast. It looked cool in a clip but you couldn't control it. Now you start at a normal speed and pick up speed along the way, a bit faster going downhill. Fast enough to feel good, slow enough to aim your next stretch.
Auto Play is slower on purpose
There's an AUTO PLAY button that crosses the stages for you. I made it slower than playing yourself, on purpose. If auto play were better than playing, nobody would play. It's there for when you want to take a break, and it's free for members of the game's group.
No jumping
Jumping is turned off. In a game where you're supposed to cross gaps with your nose, jumping just let people skip the idea. On phones, the space where the jump button used to be is now the big NOSE button.
Things I cut
Some features were fun to build but didn't make the game better, so they're gone:
- A speedrun timer on every stage. Nobody looked at it.
- Peppers and bounce mushrooms on the stages. Too random.
- A crumbling platform on Stage 7. It mostly felt like a trap.
- Geysers on Stage 7, which I replaced with floating islands that spin in the background.
Making the start easier
New players now get a short tutorial. You train until Level 2, cross Stage 1, step on the win pad and buy your first nose. Until you finish it, you train twice as fast, so the first minute never feels slow.

Phones
The buttons used to be much bigger on phones than on a computer, and they covered too much of the screen. Now phones use the same layout as a computer, scaled to fit, which is how most Roblox games do it.
That's where the game is today. Next up: how I made the thumbnail.