We've just put out an updated version of the demo, version 1.0.5. Here's what has changed.
FIXED:
These were identified, and fixes have been put in place.
- Fixed a camera scrolling issue in Hydro Circuit's stage, when climbing a specific wall
- Fixed a camera scrolling issue in Opening Stage, when sliding down a specific wall
- Fixed a collision geometry issue in Opening Stage, where player could climb up a specific wall and get up on an unintended ledge off-screen.
- Fixed a game crash when using Bounce Spinner Booster Chip (Kai), if player had assigned and attempts to press the dedicated slide button
- Fixed a game crash if getting struck by a Virus Soldier's shield bash attack (Tutorial area only)
- Fixed a game crash that happened if you grabbed a bubble mine in Hydro Circuit's stage, and Piledrivered it into a bottomless pit
- Fixed Burst Tracker's duration not respecting player's chosen duration setting if it was anything but "DISABLED" or "ALWAYS"
- Fixed an issue where pressing jump+attack while crouching (with manual sliding disabled from options) could lead to player clipping through ceilings. Required a tight corridor for this to happen, however, but we probably want to avoid players going out of bounds on accident (or intentionally).
- Fixed the run button behavior when the "inverse" run behavior is picked from options. "Inverse" makes you run at all times, and holding the run button makes you walk. Before this fix, holding run button down would make you walk only if you started from a stand still.
- Fixed an issue where the Opening Stage boss' arena's walls enabled you to "wall jump" infinitely.
- Restored wall jump buffer from GC1 while sprinting, unsure why this was different exactly.
- Corrected Catch Interrupt's damage output, because it did four times the intended amount of damage
- Adjusted the buffer for Kai's Crescent Kick (aerial up+attack) to Divekick (aerial down+attack). If player had rapid fire enabled, the divekick was almost guaranteed to happen, even if you had let go of the attack button.
KNOWN ISSUES:
These either need more time to investigate or resolve, so they are looked into at a later time.
- Edge Shard needs some finetuning to be more balanced.
- Interactions between Catch Block chip and Edge Shard are strange. Edge Shard's buff is supposed to dispel upon taking damage, but Catch Block prevents that from happening, and there are other weird, unintended issues.
- Tower Shielder enemy has some strange animation offset issue under certain circumstances.
- Additional button bind or alternative input method for Kai's Attract Reach (presently double tap up while grounded)
- Camera issue in Hydro stage, which appears to be Heavenly Piledrive related (camera moving lower than intended near the beginning of the stage when using Heavenly Piledrive)
- Hookshotting as Kai while wall sliding can lead to odd animation behavior. This is an issue that existed in GC1, and was thought to have been fixed, but alas.