A new patch has been released for Vibrant Venture!
This patch also features some much needed changes to Azura's Homing attack and momentum in general. See the changelog below for details.
Reworked Azura's Homing Attack
You can now bypass the charge animation entirely by performing a homing attack while moving at sprint speed or faster
Moving slower than sprint speed triggers the charge animation
The duration of the charge animation increases based on your initial speed when initiating the homing attack; slower speeds result in a longer charge time
Bouncing off an enemy after a successful attack now retains your momentum
Removed the movement speed cap
Momentum is now always fully preserved
Friction is applied when landing
Azura's Dash now has no speed limit, allowing you to maintain your speed while airborne
Fixed crawling while being carried by a moving platform in a one block gap causing the player to bob up and down
Fixed the background flickering in the Level Builder when entering playtesting right above the death pit
Fixed walking up against the underside of stairs sometimes moving the player onto the stair
Fixed sliding into the underside of stairs causing the Slide Kick to cancel
Fixed Brachin and Brachin Goo animations ignoring time scale
Fixed a checkpoint trigger being too small in 3-3
Beta Patch 5.0.1
A new patch has been released for Vibrant Venture!
I'm extremely busy with my university thesis, so I haven't had time to fix everything yet, but I've taken care of the most serious issues. Stay tuned for more!
See the changelog below for details.
Added missing decoration in 2-S
Fixed completing a Gauntlet level after the timer ran out while swimming causing the game to softlock
Fixed being unable to jump when standing on a slope next to a wall
Fixed the World 1 Brachin and Brachin Goo using incorrect textures
Beta 5 OUT NOW!
I know this update came out of nowhere, so let me explain. A few weeks ago, I attended the Gamebox event here in Denmark, where I had a booth showcasing the game.
This gave me the opportunity to watch a lot of new people play the game, and I wrote down when I noticed things a lot of people struggled with. I ended up with a pretty long list of things to change, tweak, and improve, which is what this update is all about.
In addition, the second Gauntlet level has been finished for a while, so instead of waiting for 3-Boss to be done, I decided to release a smaller update now.
So, what's new in Beta 5? Well, first of all, as mentioned, the second Gauntlet level, 2-G, is now available!
Of course, this level is a bit harder than the first Gauntlet level, so be prepared for a challenge!
The Brachin Goo tiles have been reworked and are now animated to make them more visible. This was done because I noticed a lot of new players wouldn't always notice them and ended up running into them on accident. This change also applies to the Brachin enemies, whose designs and animations have been updated as well.
Another thing I noticed at Gamebox was that the Character Barriers were a bit confusing for new players. They often didn't realize that the barriers locked them from swapping characters, so we've added a new lock animation to the Character Wheel when entering a Character Barrier. This hopefully makes the Character Barriers easier to understand.
Something a lot of people have been asking for as well is an update to the ancient pause menu sprites, and I'm happy to say that this has now been done! The new sprites look so much better, and they match the art style of the game much more closely. And their animations reflect each of the characters' personalities much better now, which is a nice touch.
I've also made a bunch of changes to the controls and physics because I noticed a lot of people struggled with the controls. Specifically, I noticed several instances where people had trouble landing after a jump, and they often ended up making this zig-zag movement in the air because they always moved further than they intended when trying to correct their jumps.
To address this, I've made the characters heavier, which makes them less floaty and easier to control. In addition, the max sprinting speed is now slightly faster, and it takes slightly longer to reach this speed, which makes the movement feel a bit more natural and less slippery. I also noticed that the Double Jump's reduction of horizontal speed was a bit too harsh, so I've reduced this effect. And Azura's Dash is now easier to stop, which should make it easier to control her movement.
As a general physics improvement, momentum now functions properly on springs and other objects that can bounce the player. Before, you could turn around immediately in mid-air after launching off a sideways spring, which looked and felt wrong. This is no longer the case, and momentum feels more natural now.
I also finally got around to fixing the irritating issue where jumping on slopes would sometimes completely halt your horizontal movement, which was super frustrating.
Those are the main changes to the controls and physics, but I've also made a bunch of level design changes based on the feedback I got from the Gamebox event. I'm not going to go through all of them here, but I've made several level design changes in World 1, since these first levels are crucial to introducing new players to the game. For example, in 1-1, the Seedle enemy is now introduced later on its own instead of close to the Leafly enemy.
This was done because I noticed many players would simply run past the first Leafly enemy and then get attacked by the Seedle enemy, and then they would have to deal with both enemies at the same time, which was too difficult for new players. Also, the Seedle being able to chase the player all the way to the first checkpoint was a bit too much, so the new design prevents this from happening.
This is just one example of the many changes I've made to the levels, so I hope you'll enjoy the improved experience. It should be easier to get into the game now, and I'm looking forward to hearing what you all think about the changes! I've listed all the changes in the patch notes, so check them out in the description below if you're interested.
Also, most players didn't seem to realize that the boulders in 1-4 and 1-Boss could be launched by attacking them, so we've changed the boulder sprite to a flower bomb, which now explodes on impact. This way, they stand out from the environment more and their purpose is clearer.
We've also added a joystick vertical sensitivity option, because I noticed many players would accidentally trigger crawling while moving left or right because they would slightly tilt the joystick down. This new option makes it possible to adjust the sensitivity of the joystick's vertical movement, so you can avoid this issue entirely.
And finally, we've made a bunch of other smaller changes and fixes, which I won't go through here, but you can read about them in the patch notes. I hope you'll enjoy the new update, and as always, feel free to reach out to me with feedback or suggestions!
3-Boss is still in the works and progress has been made, but it's not quite ready yet, so we will release that in a later update. We just wanted to get this update out now to address the feedback we got from the Gamebox event, and I hope you'll enjoy the changes!
Enjoy! <3
- Pattrigue
Changelog
Added a new level: 2-G
Added a new lock animation for the Character Wheel when entering a Character Barrier
Added a joystick vertical sensitivity option
Added checkpoints in 1-G
Added new Pause Menu sprites
Overhauled several graphics
Updated Brachin Goo tile graphics
Brachin Goo tiles are now animated
Updated Brachin sprites and animations
Updated Seedle Bush sprite
Updated Violastro's leaf trap sprite in 1-4
Overhauled and tweaked controls and physics
Max sprinting speed is now slightly faster
Using the Double Jump now reduces less horizontal speed
Azura's Dash is now easier to stop
Characters have more weight now, making them less floaty and easier to control
It now takes slightly longer to reach sprinting speed
Momentum now functions properly on springs and other objects that can bounce the player, and you can no longer turn around immediately in mid-air after launching off a sideways spring
Jumping off slopes while climbing no longer halts horizontal movement
The wind physics in 3-2 and 3-3 have been improved and no longer causes significant speed losses
Fixed several inconsistencies with sprinting
1-1 design changes
The hole at the very start now includes a platform, making it easier to exit
The Seedle enemy is now introduced later on its own instead of close to the Leafly enemy
Redesigned the area where the Seedle is introduced to make it easier to fight or evade the Seedle without it following the player all the way to the first checkpoint
Redesigned the Air Kick tutorial
Slightly adjusted the Dash tutorial
Redesigned the section following the cave exit
Added a new checkpoint after the final Character Barrier in the level
Removed several poorly placed Brachin Goo spike tiles that caused frustration for new players
1-2 design changes
Redesigned the opening area to now include a tutorial board reminding players to use the Slide Kick attack
Redesigned the area featuring the first stompable Bramble Bopper to clarify that it can be stomped
Removed the Breakable Rocks at the end of the second section due to their poor placement and the frustration they caused when trying to destroy them
Readded the Glide tutorial board after the Vine Stab tutorial
Redesigned the area following the Glide tutorial to teach players that holding the jump key while Vine Stabbing allows for higher bounces
Redesigned the launchable boulders in 1-4 and 1-Boss
Changed boulder sprite to a flower bomb
Now explodes on impact
Updated sprites in 1-4 to glow, making them consistent with their appearance in 1-Boss
Updated vine sprites in 1-4
1-G's second section now features one fewer enemy and has been redesigned on the left side for improved movement
The platforms in 1-Boss are now graphically distinct, and the wind does not lift you as high
Dying 10 times without reaching a checkpoint will now prompt the player to try Assist Mode
The Character Swap animation is no longer affected by slow motion, making it easier to identify the active character while slow motion is active
The Character Wheel is now visible on-screen by default
Covered a death pit in the final section of 1-4
Platforms added beneath the Coral Springs in the sky sections of 2-2 prevent the player from falling to their death at the end of the section
Fixed gamepad controls in the Level Builder using the incorrect joysticks
Fixed the Character Wheel tutorial board layout in 1-1 not matching the actual Character Wheel layout
Fixed several instances where enemies did not respawn, potentially softlocking the player
Fixed the Double Jump tutorial board speech bubble obscuring a platform in 1-1
Fixed being able to clip into walls in 3-4 using Moving Hooks
Fixed the Challenge Coin HUD appearing when playing levels in the Level Builder
Fixed weird camera movement in the third section of 2-3
Fixed camera issues near the end of 3-1 when using Assist Mode's Infinite Abilities modifier to Double Jump to the ceiling
Fixed being able to repeatedly use the Homing Attack ability with Assist Mode enabled even though Infinite Abilities was disabled
Fixed getting stuck on ceilings with spikes while using Assist Mode's Hazard Protection modifier
Fixed an issue where the interact arrow above doors was not affected by slow motion blur
Beta update 4.3.0
A new minor update has been released for Vibrant Venture, featuring a number of fixes, balance changes and a visual improvement.
See the changelog below for details.
Reimplemented checkpoints in 1-Boss and 2-Boss
Spewshrooms in 1-Boss now fire less frequently and only when the player is close to them
The log in 1-Boss now automatically aims at Madeline when slamming it
Improved Spewshroom projectile visuals
Increased default slow motion duration from 2 seconds to 2.5 seconds
Increased Longer Slow Motion upgrade duration from 3.5 seconds to 4 seconds
Fixed Longer Slow Motion upgrade being usable in Time Trials
Fixed the file select screen rounding up file completion percentage resulting in incorrect values being displayed
Fixed the Character Orbs showing up immediately while jumping out of the minecart in 3-Bonus
Fixed the upload button in the Level Builder being visible even when offline
Beta Patch 4.2.1
A new patch has been released for Vibrant Venture. See the changelog below for details.
Fixed the Gem Counter and Challenge Coin HUD always staying on screen in 3-Bonus
Fixed losing your speed in between section transitions in 3-Bonus
Fixed being able to land on moving platforms while using Azura's Homing Attack
Fixed Cardinal's double jump animation not playing in 3-Bonus
Fixed moving platforms being able to move the player while Homing Attacking
Fixed a rendering issue in the temple in Cornucopia Town
Beta Update 4.2.0
A new update for Vibrant Venture has been released with lots of fixes, design/gameplay tweaks, and some new features! See the changelog below for details.
Added the ability to rewatch Power Crystal cutscenes
Recovered Power Crystals in the town temple can now be interacted with
Interacting with a Power Crystals prompts you to rewatch the cutscene
3-3 level design adjustments
Several sections are now easier, less precise and leaves more room to react
Upon solving the crate puzzle, it now closes off the area the player came from and spawns in a couple of Rocket Platform deflectors to make ascending easier
Arrows indicate when to move up with rocket platforms
Design oversights have been addressed and fixed
Fixed an issue in section 2 that made it impossible to grab 2 Large Gems
Tweaked the Stamina wheel, Wall Jump wheel and Iron Oyster gauge
Now pulsates when gauge is 25% or lower
Pulsates faster the closer it gets to 0%
At 25% gauge, they slowly turn red
Tweaked Azura's Homing Attack
It is now easier to target enemies
A targeted enemy has an additional threshold distance before becoming untargeted
Enemies on ceilings no longer causes the attack to sometimes fail
Targeting bubble has a quick animation now, making it easier to tell that an enemy has become targeted
Improved performance in multiple World 3 levels
Various 2-3 level design improvements and tile fixes
Removed a Mollet in 3-4's 2nd section that was impossible to react to upon first playing the level
Updated control scheme selector UI
Fixed being able to clip into the ground using Azura's Homing Attack at the start of 2-1's third section
Fixed being able to clip into the wall in 3-4 using the Moving Hooks
Fixed grabbing a hook while in Anti Gravity forcing the player to jump at max height
Fixed opening the Character Wheel after respawning instantly switching to Cardinal
Fixed character icons in dialogue sometimes lingering into the next dialogue
Fixed the lift in the temple being usable while the game is paused
Fixed Clawmads being listed as "cephalopods" in Azura's Journal in English
Fixed the Goal Balloon in 3-3 not temporarily freezing time when grabbing it
Fixed camera shaking sometimes not working
Fixed an invisible collision near the town in the World 1 map
Fixed the HUD in the Level Builder not becoming transparent when using a draggable tool
Beta Patch 4.1.1
Just one single bug fix this time around because we missed a problem with the camera in update 4.1.0. This patch fixes the camera zooming in completely during the cutscene that plays when entering a boss level for the first time.
Whoops! Sorry to anyone this might have affected. Should be fixed now!
Beta Patch 3.4.1
A new minor patch is available for Vibrant Venture which fixes a few bugs and issues with the game.
See the changelog below for details.
Fixed swimming into Centeels in 2-3 sometimes causing the player to get stuck in the Centeel body
Fixed opening the Character Wheel just before obtaining a Power Crystal causing the white fade cutscene to play at normal time scale
Fixed sliding off an edge as Pistachio while holding the Jump button causing her fall animation to play while gliding
Fixed a bug where Pistachio, upon reaching the top of a vine/ladder while holding the Jump key, would repeatedly enter her gliding state and fall even when holding the Up key
Fixed switching resolution in the Level Builder causing the zoom to behave strangely when zooming in and out afterwards
Fixed the Night background being cut off in the Level Builder when the camera is zoomed out
Fixed the S+ rank icon in the Totals menu not animating when accessing the menu through the pause menu
Fixed repeated screen shaking eventually causing the game to render a solid color at very high framerates
Beta Update 3.4.0
A new update is available for Vibrant Venture!
This update features a ton of bug fixes, but it also includes some much needed QoL additions and general improvements. See the changelog below for details.
Please let us know if you encounter any further bugs or issues, and I will make sure to fix them as soon as possible - thanks! ❤️
Changelog
Added a tooltip in the Level Builder for modifiable objects
Instructs you to right click (or use the corresponding button on the controller) to edit the object
Added Range Editor support for the Seedle Bush in the Level Builder
Updated the My Levels and Workshop Levels menu in the Level Builder
Now displays the name of the currently selected level on the right panel as well
Automatically selects the level currently being edited when opened (if any)
When a level is renamed, it will now appear at the top of the list in the scroll panel, correcting the previous problem where it sometimes disappeared above or below other levels in the view
Updated the Level Builder tooltip UI
Now slightly transparent
Updated the Level Builder Gizmos visuals
All Gizmos now feature improved sprites, making them easier to see against brigther backgrounds
The Waypoint Gizmos arrows are no longer visible behind waypoints
The Waypoint Gizmos arrow drawing animation is now slightly slower
Updated the Intro Cutscene
The background now gradually fades back to the original background as Violastro flies away
The animation of Violastro flying away now uses new sprites and animations for the disc and Violastro himself
Updated the Totals UI
Now shows a Power Crystal icon instead of a flag icon for completed levels with a Power Crystal
Updated some tiles on the 2-1 and 2-2 tilemaps to improve readability and fix tile cutoffs
Updated the Yellow Grass and Orange Grass tilemaps to improve readability
Fixed particles rendering incorrectly in the temple in the Town
Fixed some text in the Help menu being too long when the language is set to Brazilian Portuguese
Fixed an issue where setting the camera zoom during 1-Boss causing the camera to center elsewhere before snapping back to focus on the player
Fixed setting the resolution to a 4:3 resolution, getting close to the ceiling in the first phase of the 1-Boss, then switching to a 16:9 resolution (or higher) allowing you to clip out of bounds
Fixed the resolutions selection dropdown cancelling scrolling if the mouse ended up between two options
Fixed Magnet Shooters detecting platform tiles as an obstruction
Fixed being able to clip out of bounds during the first phase of 1-Boss when the screen shakes
Fixed the camera zoom option not working during the Intro Cutscene
Fixed the camera not following the player when jumping from a Flower Platform moving vertically at a high speed
Fixed changing resolution inside of Cardinal's house during the Intro Cutscene causing the camera to incorrectly reposition itself
Fixed changing resolution inside the temple from a 4:3 to a 16:9 resolution causing the camera to incorrectly focus on the center of the temple instead of the player
Fixed changing resolution from to a 4:3 resolution from a 16:9 resolution (or higher) in 2-Bonus while on the left side of the screen causing the player to die
Fixed the unique death sound in 2-Bonus not playing when the player dies from getting crushed
Fixed the shield in 2-Bonus not breaking when the player dies from getting crushed
Fixed missing Tall Grass tiles in 1-4
Fixed the water at the start of 2-4 not working properly
Fixed character swapping particles in the World Map sometimes not rendering correctly
Fixed exiting the Time Trial in 2-4 causing the keys to disappear
Fixed being unable to swap characters at the end of 3-Bonus until respawning
Fixed a softlock caused by skipping the final part of the intro cutscene just before the transition to 1-1
Fixed swapping from Banana to another character during a Wall Slide resulting in the latter character displaying Banana's Wall Slide sprite briefly
Fixed a tile error in the first section of 2-S
Beta Patch 3.3.1
A new patch has been released for Vibrant Venture which addresses the problems players experienced with Orange Leaf tiles in the Level Builder.
I was able to track down the problem to some oddly specific data changes that have persisted in presumably all Beta 3 version up until this patch. These unintended data changes meant that all levels containing Orange Leaf tiles created prior to Beta 3.0 did not load correctly, which was a major issue.
As a result of this patch, levels created in versions Beta 3.0.0 to Beta 3.3.0 containing Orange Leaf tiles may no longer load those tiles correctly due to this discrepancy. We apologize for any inconveniences this may cause. Thankfully, adjusting levels made during these versions to resolve this matter is relatively straightforward.
See the changelog below for details.
- Fixed a tile error in the third section of 1-2 - Fixed Orange Leaf tiles not loading properly when loading levels made prior to 3.0.0 - Fixed Orange Leaf being treated as separate tiles when using the Picker tool on them