These are changes made over the course of the public beta. For the initial DOUBLE ACTION changelog click here: Link
Please continue to give feedback and report issues. Just because I address something once doesn’t mean the question is closed.
1.50b : 27th September 2024
- Changed time dilation system (slowdown)
- Now only triggers on boss / mid-boss bullet cancel events
- Effect has a consistent length
- Amount of bullets cancelled affects intensity of effect
- Messing with the player speed during intense moments was very strange.
- Therefore, only triggering on bullet cancels gives those moments a bit more “wow” during moments where consistent player control isn’t super-important.
- I’m going to tweak this (and bullet cancels in general) further to have a better impact, but hopefully now it doesn’t get in the way.
- Small enemy pattern adjustment
- Stage 5 “big bomber” enemy, lowered bullet density at high rank
- This particular enemy was balanced around the time dilation effect, and has therefore been changed.
- Note: Some of the new mission content is also balanced around this system, and will receive adjustment soon.
- Mae-Cluster tweaks
- Slightly improved ammo efficiency, experimenting with a scoring utility perk.
- Mae-Cluster :- Reduced ammo cost (was 5, now 4)
- Mae-Cluster perk :- Longer flourish extension (always 0.12s, no falloff)
- Score items are auto-collected after a boss is destroyed
- Increased time between boss destroy and stage clear on stage 2 to give more time for collecting items
- Bomb damage fix
- Bombs did 5x the damage they did in 1.11
- This was unintentional. :(
- Changed to a more rational 2x which is what was intended
- Also removed damage reduction on bosses
- Taking a hit in XP-Mode now refills bomb energy
- Deployed 64-bit build of the game on Windows
- Improvements to VRAM usage
- Unlock screen
- Stage 4
- Forced garbage collection on scene switch
- Added a custom error handler with VRAM output
- Fixed midboss 3 checkpoint putting the player in a no-enemy chillout zone
- Also, added “Descent” checkpoint for practicing the reversed-scrolling section
- Fixed Mae-Laser ammo consumption FRDB
- FRDB is “framerate dependent behaviour” – get ready to see this acronym a lot! I certainly have!
- Removed “seen tlb” requirement for practicing the TLB
- Fixed weapon sound effects playing during device select
- Fixed music glitches re: pause/unpause and mission menu transition
- Fixed crash during HIGH EXPLOSIVE mission
- Sound pass for ST5/lastboss, added some missing sounds
- Fixed Parallel game intro showing the wrong extend schema
- Fixed the incorrect input prompt on the mission select screen
- Fixed the strange flickering background when using custom bullet colors
- Fixed 1-up item not displaying the correct sprite for Val and Dee
- Extend gadget now shows the correct icon for Val and Dee
- The player animation now better represents the hitbox, particularly when moving left and right
- This has been a problem since like v0.1 demo… wow.
- Changed the way debug hitboxes are drawn to be less ambiguous
- Note: because of sub-pixel ambiguity, these are only rough guides and are not pinpoint accurate.
Known issues
This particular list is mostly technical / bug-oriented. I will fix as many of these as I can. Design/tuning questions are a bit more open.
- JA/FR/RU localizations are not updated yet
- Random crashing (could not decode PNG image)
- Replay attaching to leaderboards is currently unsupported
- Text layout is bad for soundtrack menu
- An assortment of strange texture-loading glitches, seemingly on AMD cards
- Old-school v-sync on a 144hz monitor may slow the game down
- Bad performance during REVOLVER
- Stage 5 practice does not proceed to TLB on Parallel mode
- Strange fire formation for fractal salvo
- Ending cutscene viewer sometimes goes through highscore/replaysave flow (viewing an ending is not a feat worthy of recognition)
- Gallery thumbnails in unlock screen are very low-quality
- Val-Stasis is invisible on ship select screen on some machines
- Bad flow on some extra features and screens (ie. you get booted back to the title screen instead of a relevant submenu)
- Leaderboard screen has bad UI re: cycling through categories
- Sound effects still missing from some new missions
- Screen filter functionality is problematic on MacOS
- Screen filter functionality doesn’t play nice with some scaling options
- Luna’s meltdown effect persists during boss rush
- Val’s options may be wiggled by the player in device select screen (may not fix)
- The last boss’ laser sound effect keeps looping even when the game is paused
- BREAKTHROUGH mission is too long and a bit too much at the end
- README file isn’t properly distributed
- ZANGYOU and SQUIB BATTLE are too spicy. If you are a gamer that seeks glory, better do them now before I make them easier
Nice-to-haves
Features I’ve noted and may be able to get around to.
- Gadgets in vertical orientation (tate mode)