Comments

Log in with itch.io to leave a comment.

(6 edits)

Some thoughts:

I feel like val's air kicks used to be very cool, and then a few crap comments got this ugly, messy, kick. Could you bring back the original kick than val used to do?

It would be cool if divekicking meant you could dash one more time. I don't tink it would make the game cheaty. Also you're going to move the whole old combat system to new physics build right? (Minus the redone attacks).

Val used to be so much faster! Can you still have the smooth physics with the same speed? Val's foward jumps and dash used to have more momentum. I also wish val didn't slide across platforms when we stop moving.

I  remember when val had three kick attacks. I agree that three kicks in mid air is op, but couldn't you make mutiple keys to chain in order to attack? And als

Sorry If I asked for a lot or don't make any sense. Really excited for this game to be on steam.

(+2)

The "WIP" doodle for smoke beast killed me inside, he's also a fun display of how much SSBU has taught me about combos, dragdown tornado kick is cool

(+1)

Great stuff! Love the new miniboss and the new achievements/easter eggs. Is the crossing the lake via lamps currently achievable? Also wondering if the story has permanently changed slightly in that  Val has no memories of Paradise at all, or if that's just a demo thing

It is, yes. The story order has altered but will remain more or less the same, she'll relive the beginning sequence after beating the Lady of the Lake.

I see. Thanks!

(2 edits)

speaking of... where is lady of the lake, i did the lantern skip and the normal route and found nothing but walls. The lantern pogo was really fun though.

She's not in the demo yet, it's gonna be a more intense sequence that I'm still working on.

Looking forwards to remastered dragon robot guy and Lady of The Lake, both the OGs were really good fights that had a lot of further potential, I feel like Lady of the Lake needed a better ranged move, but was really good other than that.

Lady of the Lake will have some cool new mechanics that should be fun. I've already started that area.

(+1)

I really enjoyed the new features and changes here. One issue is that the one shard of the two in the top right of the shrine area is almost impossible to reach, and it would be a relief if it were to be moved closer to the right where the player can reach it. Another issue is that I am having a lot of trouble finding the Andromeda arena and boss fight. I looked everywhere in the maps and even tried to reach the top of the map with the bottomless pit present (to no success). Other than that, I like it a lot.

You can go to the Training Gym via the main menu after reaching the end of the demo and getting the achievement for that. Also, I tweaked slope following so the shrine shards should be easier to get if you build up speed.

(1 edit)

Amazing! I tested the new updated build and I can’t find the wall climb ability anywhere, which means that I can’t move up to find andromeda. Do you know where the wall climb is? Also, I also found another bottomless pit area just after the train in the training gym which needs to be filled to prevent falling out of the map. The new boost tweak is amazing too, but it might be a bit too much for the final release (demo here is fine).

I also tried to port the entire project to Godot but I ran into issues with loading the assets. I forgot what I did exactly since it was a month ago and my focus was (and still is) on my education. It was only because of that one situation by that one company. Do you want to have the project ported?

(1 edit)

There's no wall climb yet in the demo sadly. But once you get the "explorer" achievement, you can get to the Training Gym from the main menu which will let you take the subway to Andromeda.

Also, porting the entire thing to Godot would be a huge amount of effort. 

I took the subway to the Target Course since I checked around Highway Terminal and didn’t find any indication of Andromedia. I can’t reach the top of the course unfortunately.

Also, there are some online tools to help port the game over to Godot in a simpler way, but I guess with the recent updates, maybe having the project stay on Unity is okay.

You have to take it to the Highway Terminal and get to the top level. Lauren will be on top of the station and you can talk to her to begin the Andromeda fight, sorry it's not super clear yet.

This is awesome, my only complaint is that pit at the end of the graveyard area near the bottomless pit i wanted to hop down stopped me from escaping

(+1)

P.S. I don't know where else to post this so im putting it here, i realized that in richter's proper boss fight (other demo) he uses Aether from Fire Emblem (just started using Ike in SSBU and realized this)

(1 edit)

Very true. His moveset was inspired by Ike in Ultimate and Project M.

Edit: In the earlier non-physics build, the bat air attack that Val gets is identical to Ike's forward aerial in SSBU/PM.

not that i can do any better then you but the dropkick looks a lil goofy to me
still really good though

(+1)

hi.... i am stuck early in the game


... after getting the afterburner, in a platform jump with 3 shard in parabol, before the room with spikes...   the jump is too high

(2 edits) (+1)

nevermind ....  i have to afterburn first, THEN jump ....  like diverting the inertia

im back after being gone and i see the new stuff added to the game sevencrane its been forever

(+1)

Great what you have done with this new demo, great to see it’s becoming into the vapor trails we all know

(+2)

In my opinion, this is a huge improvement. The combat feels like you're a lot more powerful. The only thing I don't like is that you made recycling dashes gives you less speed, I really enjoyed going fast in open areas.

(+1)

This game is really good. Bit hard to figure out how it determines when you can dash in the base game, though.

When Val flashes blue, dash is off cooldown.

(+1)

my god this game is so good. I can not wait for a full version - I really hope you end up finishing this!!!!

(+1)

Wow this is pretty awesome... 
can we have the punch and attack combos again?
those combos really make the game unique
thank you

(+1)

Combat moves feel more gritty, grounded, impactful. That's great.
I don't quite like the new movement, though. The slower average movement speed is fine, but there some specific parts that feel off for me.
Warning: this is my personal feedback on movement, which i believe will vary widely from player to player. It's a touchy subject.

  • I don't like the way she turns around when i switch directions. Shorten the time to do that 180, make her do a slower half-step till she finishes turning, adjust something.
  • The boost mechanic eliminates vertical momentum. I believe there should be at least a bit of noticeable fall or jump speed remaining during that action.
  • This doesn't feel like it will match the platforming of the stages that already exist. is it a real mismatch or just my impression from the zoomed-in look of this demo?
(+1)

Also this might be farfetched and a nightmare to code and design so i'm leaving it as just a remote possibility:
Have you considered having separate combat and navigation modes for the character? a toggle button for wing/fight mode switch. It could add variety for each major mechanic but could also increase the ammount of learning the player has to put up with.

I did also consider this, but it seemed like too much for the player to think about.

Thanks for the feedback.

- I might add an initial dash state like Smash Bros where you can instantly turn around when you start dashing.
- The boost mechanic is actually identical to the other Vapor Trails build. You keep any vertical momentum, but you can't fall while boosting.
- I will definitely rework the stages that exist to compensate for the new movement.

(1 edit)

The physics are still fun, though I'll have to relearn them to be able to do as much crazy stuff as was possible in the old game-- is it just me or do you fall significantly faster?  Andromeda doesn't fight back which is :(  Glad the project is still ongoing; I'll put up with either physics system or a much worse one if the character design and story pull through.

Andromeda fights back but in the downloaded versions, I'm still ironing out some issues with loading her data on web

I might miss the sliding animation while changing directions, but it always was a bit annoying when it threw an attack the wrong way. 

at what point in the game will the new animations and physics be introduced?

(+1)

Yippee :D

(+2)

nice

(+5)

this is awesome, 7Crane!! ^_^