Gravity Circuit 2 Demo - Patch 1.0.6

Gravity Circuit 2 · published

We've just put out an updated version of the demo, version 1.0.6. Here's what has changed.

FIXED:
These were identified, and fixes have been put in place.

  • Fixed how Kai's Hopkick (grounded up+attack) to Crescent Kick (aerial up+attack) didn't allow a mid-air jump
  • Fixed how Kai's Hopkick (grounded up+attack) consumed all air jumps when performing a jump cancel. Now it behaves how it worked in GC1
  • Fixed an issue with Tower Shielder enemy's position becoming visually offset if it blocked a certain type of bullet (such as orange pellets from a Starfish type enemy)
  • Fixed Cable's hurt idle animation not playing if he's carrying objects. Now he can't escape pain.
  • Fixed an issue with bubble mines in Hydro Circuit's stage becoming intangible (with a visual offset) under certain circumstances, meaning they couldn't be attacked or grabbed by player, but they still did damage to player.
  • Fixed a camera issue in Hydro Circuit's stage, where camera might follow after player more than it should while using Heavenly Piledrive. I believe this was due to misplaced camera triggers.
  • Fixed Burst Techniques not to automatically grab a wire, since this effectively cancelled the activated Burst.
  • Fixed the palette of Hydro Circuit's Burst Technique name field.
  • Adjusted the bubbles during Hydro Circuit's fight where they can't be popped immediately as they spawn from the bottom of the fight arena.
  • Adjusted the walls during the miniboss fight in Hydro Circuit's stage, preventing you from infinitely wall jumping while locked in the arena.
  • Adjusted Kai's Acrobat Slicer and Spin Bouncer chips not to pop the bubbles in Hydro Circuit's stage. This is because these chips previously could cause some platforming segments to be more awkward than they needed to be.
  • Restored the monitor selection toggle in the video options page in the demo. This was an unintentional omission, based on some old code between GC1 and GC2.

KNOWN ISSUES:
These either need more time to investigate or resolve, so they are looked into at a later time.

  • Edge Shard needs some balancing.
  • 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.
  • Additional button bind or alternative input method for Kai's Attract Reach (presently double tap up while grounded)
  • 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.

Unless there are game breaking issues (such as game crashes), this may be the final version for this demo. Any further adjustments or fixes (such as the known issues listed above) will be looked into in the full release.