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This Was Long Overdue... ▶ Vibrant Venture Devlog

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Semag Games

Buy/wishlist the game:
https://store.steampowered.com/app/12...

A few weeks ago, I attended the Gamebox event here in Denmark, where I had a booth showcasing the game.

This gave me the opportunity to watch a lot of new people play the game, and I wrote down when I noticed things a lot of people struggled with. I ended up with a long list of things to change, tweak, and improve, and that's what this update is all about!

Follow Pattrigue on Twitter for game updates:
  / pattrigue  

Join our Discord and talk to us:
  / discord  

Enjoy!

Changelog:
Added a new level: 2G
Added a new lock animation for the Character Wheel when entering a Character Barrier
Added a joystick vertical sensitivity option
Added checkpoints in 1G
Added new Pause Menu sprites
Overhauled several graphics
Updated Brachin Goo tile graphics
Brachin Goo tiles are now animated
Updated Brachin sprites and animations
Updated Seedle Bush sprite
Updated Violastro's leaf trap sprite in 14
Overhauled and tweaked controls and physics
Max sprinting speed is now slightly faster
Using the Double Jump now reduces less horizontal speed
Azura's Dash is now easier to stop
Characters have more weight now, making them less floaty and easier to control
It now takes slightly longer to reach sprinting speed
Momentum now functions properly on springs and other objects that can bounce the player, and you can no longer turn around immediately in midair after launching off a sideways spring
Jumping off slopes while climbing no longer halts horizontal movement
The wind physics in 32 and 33 have been improved and no longer causes significant speed losses
Fixed several inconsistencies with sprinting
11 design changes
The hole at the very start now includes a platform, making it easier to exit
The Seedle enemy is now introduced later on its own instead of close the Leafly enemy
Redesigned the area where the Seedle is introduced to make it easier to fight or evade the Seedle without it following the player all the way to the first checkpoint
Redesigned the Air Kick tutorial
Slightly adjusted the Dash tutorial
Redesigned the section following the cave exit
Added a new checkpoint after the final Character Barrier in the level
Removed several poorly placed Brachin Goo spike tiles that caused frustration for new players
12 design changes
Redesigned the opening area to now include a tutorial board reminding players to use the Slide Kick attack
Redesigned the area featuring the first stompable Bramble Bopper to clarify that it can be stomped
Removed the Breakable Rocks at the end of the second section due to their poor placement and the frustration they caused when trying to destroy them
Readded the Glide tutorial board after the Vine Stab tutorial
Redesigned the area following the Glide tutorial to teach players that holding the jump key while Vine Stabbing allows for higher bounces
Redesigned the launchable boulders in 14 and 1Boss:
Changed boulder sprite to a flower bomb
Now explodes on impact
Updated sprites in 14 to glow, making them consistent with their appearance in 1Boss
Updated vine sprites in 14
1G's second section now features one fewer enemy and has been redesigned on the left side for improved movement
The platforms in 1Boss are now graphically distinct, and the wind does not lift you as high
Dying 10 times without reaching a checkpoint will now prompt the player to try Assist Mode
The Character Swap animation is no longer affected by slow motion, making it easier to identify the active character while slow motion is active
The Character Wheel is now visible onscreen by default
Covered a death pit in the final section of 14
Platforms added beneath the Coral Springs in the sky sections of 22 prevent the player from falling to their death at the end of the section
Fixed gamepad controls in the Level Builder using the incorrect joysticks
Fixed the Character Wheel tutorial board layout in 11 not matching the actual Character Wheel layout
Fixed several instances where enemies did not respawn, potentially softlocking the player
Fixed the Double Jump tutorial board speech bubble obscuring a platform in 11
Fixed being able to clip into walls in 34 using Moving Hooks
Fixed the Challenge Coin HUD appearing when playing levels in the Level Builder
Fixed weird camera movement in the third section of 23
Fixed camera issues near the end of 31 when using Assist Mode's Infinite Abilities modifier to Double Jump to the ceiling
Fixed being able to repeatedly use the Homing Attack ability with Assist Mode enabled even though Infinite Abilities was disabled
Fixed getting stuck on ceilings with spikes while using Assist Mode's Hazard Protection modifier
Fixed an issue where the interact arrow above doors was not affected by slow motion blur

posted by matilisguatecm