An Update With a Kick... Literally.


The next major update is here with a ton of fixes and improvements! Here’s all of the major new stuff:

  • Dash move has been completely revamped. The new dash lets Brooke glide straight across in the air rather than acting as a simple speed boost. It can be used multiple times frequently on the ground, but only once in the air. However, Brooke can immediately recover her air dash by landing on the ground or sliding against a wall. This speeds up the gameplay and speedrunners may find this much much more useful than the previous version of the dash.
  • Brooke now has a powerful spin-kick move that she uses on the ground and in the air. You can even dash while performing this attack! This is useful for defeating enemies but it can also help destroy obstacles and other objects too.
  • Wall jumping is improved with an added buffer.
  • Added a few more animations for Brooke and improved on pre-existing ones.
  • First time release of the World Tour map, where the player can choose levels to play and can check out their records on previously beaten levels.
  • Checkpoints are now activated by smashing Checkpoint Spheres
  • Improved cliff-side and cement Dam textures for Hydro Rapids City
  • Added a level intro sequence that gives the player a brief moment to soak in the level’s environmental design. This can always be skipped by pressing anything.
  • The Unikorches’ spark attacks and the Turret bullets are now both easier to see.
  • Moved the first Turret in the grey building back a little and made the floor larger so it’s easier to fight it.
  • UI elements and control tutorials will now automatically update in-game to show either keyboard keys or controller buttons according to the player’s input, both in-game and on menus. Previously, it depended on what was the method of input (keyboard or controller) that was used on the Difficulty Select.
  • The grey building now has a section that showcases how touching the orange electric gates doesn’t hurt Brooke, clearing any confusion if it actually hurts her or not by having her land on top of it without knowing it would be below her.
  • Improved Muzzle flashes so they don’t float in the air, they now are actually attached to the weapon that they were fired from.
  • The large, non-linear dam section has been tuned to be more cohesive and linear. The 2 Turrets on the left side of the area are no longer there.
  • First Ambush section starts immediately when you get close to the center. After defeating the 2 Turrets, the button pops up like normal. This gets rid of the confusion where the player has to press the same button twice.
  • The Unikorches that spawn during the ambush standing on the sides are now easier to hit after redesigning the concrete structure shape.
  • The second ambush near the end of the level progressively spawns more Unikorches over a short period of time.
  • Surfboard pick ups have slightly larger sphere triggers that make it a bit easier to pick them up. The surfboard model is also a bit smaller on the pick ups, but the surfboards thrown are the same size as usual.
  • Graphics and other options should now work properly.
  • Dying while crouched no longer causes Brooke to appear partially in the ground.
  • Fixed an issue where the player could still play on Hardcore Mode even if they haven’t unlocked it yet.
  • Finishing Hydro Rapids City now lets you either play again or quit the demo on command instead of just automatically quitting the game.
  • Improved visual effects on all menus with paint splatters.
  • The 2 turrets that were underneath a bridge near the beginning of Hydro Rapids City, that were only accessible in Hardcore mode, have been removed. It was simply too cryptic to find and destroy them in order to score a Platinum Milkshake.

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