Steam Game Festival Demo
Major
‘Crystal Power’ system implemented.
- Gathering enough crystals increases ‘Crystal Power’.
- ‘Crystal Power’ increases ability cooldown.
- Music intensity dictated by current ‘Crystal Power’.
- Hitting certain hazards drains crystals.
Abilities separated from unified energy meter.
- Each ability now utilises its own cooldown.
- Abilities are determined by loadout.
Kick Loadouts system implemented.
- Each loadout contains separate Abilities.
- Loadouts are unlocked through “Rank” progression system.
Rank progression implemented.
- Score from playing levels increases “Rank”.
- Ranking up provides new levels and ‘Kicks’.
Movement system improvements.
- All speed modifiers are now calculated as additive effects.
- Momentum is easier to build.
- Stepping onto or under ledges while airborne is smoother.
- Camera moves to match player direction.
Ability overhaul.
- Shift is now a shorter controlled burst.
- New ability Phase passes through hazards for a certain amount of time.
- Shifting or Phasing through energy hazards overloads them and grants crystals.
- All abilities now apply modifiers to match movement system overhaul.
- All abilities are now directional.
User interface overhaul.
- Visual design adjusted & existing elements reordered.
- Crystal power and separated abilities integrated.
- Updated key/button icons.
- Abilities & enemies displayed in relevant preview images.
Audio overhaul:
- Existing tracks separated between levels.
- Dynamic “stages” added to tracks via crystal power system.
- Additional tracks added.
- SFX updated for all new systems.
Playable levels:
- Shift Training added.
- Launch Training added.
- Cyber City Skyrise converted from tutorial.
- High Pressure now introduces chase van & gunner.
- All levels crystal count adjusted.
Minor
Van capture:
- Van now locks on before capture.
- Escaping the van reverses lock on.
- Van no longer slows time when close.
Hazards:
- Bollard drones now replace Crate drones in relevant levels.
- Zap Sliders now replace slidable pipes in relevant levels.
- Grind rails are more dynamic in all levels.
- Zap hazards slow and grip player instead of a full momentum stop.
Loading screen:
- Story & lore elements added.
- Specific button required to continue.
- Specific Skip button added to intro cutscenes.
Particle refinement:
- Hazard impacts are more visually aided.
- Runner effects are visually aided.
Score calculation:
- Crystal bonus increased.
- Time bonus thresholds per level refined.