Inori is an earth goddess dispatched to rehabilitate Akane who keeps causing damage to the town by not following the Divine Education Act.
This goddess is serious and focused, but innocent; she doesn't seem to know a lot about certain things. Despite being the local earth goddess, she never acts arrogant, and instead talks politely to everyone. She is charming and elegant, but is also fairly clumsy.
She is easy-going, with a docile personality, but brings heavy rainfall to the town when she gets angry. Although she rarely gets angry, once she does, the damage she inflicts is incomparable to Akane's.
She broods over the fact that she has no prominent advantages over other goddesses, and hates to get mislabeled as a "dirt goddess".
Because of her laid-back personality, she doesn't really care even if Sho sees her naked. She'd even ask if he'd like to touch her chest.
Inori is an earth goddess dispatched to rehabilitate Akane who keeps causing damage to the town by not following the Divine Education Act.
This goddess is serious and focused, but innocent; she doesn't seem to know a lot about certain things. Despite being the local earth goddess, she never acts arrogant, and instead talks politely to everyone. She is charming and elegant, but is also fairly clumsy.
She is easy-going, with a docile personality, but brings heavy rainfall to the town when she gets angry. Although she rarely gets angry, once she does, the damage she inflicts is incomparable to Akane's.
She broods over the fact that she has no prominent advantages over other goddesses, and hates to get mislabeled as a "dirt goddess".
Because of her laid-back personality, she doesn't really care even if Sho sees her naked. She'd even ask if he'd like to touch her chest.
* Greatly improves the flow of the Cave level, getting rid of nearly all of the track jerkiness * Improves the speed of the house level to make it more consistent and less vomit inducing * Improves overall performance * Improves head tracking, so if you stand/sit, change position it will put you in a virtualized seating position that feels more natural * Resolves the issue where you sometimes wouldn't complete the jumps!!
I have a new world (water world) that I'll be releasing real soon, hopefully this week; but I wanted to prioritize these fixes first.
Please note: Supersampling above 1.2 will almost certainly lead to a very jerky experience, irrespective of your hardware. For time being, I'm only officially supporting the default value of 1.0, as user's who are using out the box values are reporting a good experience.
* Greatly improves the flow of the Cave level, getting rid of nearly all of the track jerkiness * Improves the speed of the house level to make it more consistent and less vomit inducing * Improves overall performance * Improves head tracking, so if you stand/sit, change position it will put you in a virtualized seating position that feels more natural * Resolves the issue where you sometimes wouldn't complete the jumps!!
I have a new world (water world) that I'll be releasing real soon, hopefully this week; but I wanted to prioritize these fixes first.
Please note: Supersampling above 1.2 will almost certainly lead to a very jerky experience, irrespective of your hardware. For time being, I'm only officially supporting the default value of 1.0, as user's who are using out the box values are reporting a good experience.
It's been over a month, but I've got some things to show (and a new build)!
1. The new FITNESS mode!
The first implementation of the new Fitness Mode is in the game! Check it out, and let me know what you think! Fitness Mode is like an "endless punch" mode in Classic with some options.
You can turn lasers and red bombs on/off:
You can set the angle to either 360 or 180:
AND You can change the speed at which the bombs spawn to customize your workout! (HIIT, anyone?):
ALSO Notice how you have a "workout timer" instead of a score! There's no score in this mode, and you can't die. Instead, just hold both triggers to end the game!
The bomb fists are also now animated a little bit (and explode/retract when you punch bombs!)
3. Two New Unlockable Fists!
First and foremost, you'll notice a "fist page selection" interface - now I can add as many fists as I want to the game, and not have to worry about space! This will also allow me to do limited time Holiday Event fists in the future!
As for the new fists, there are now pirate hooks (unlocked by upper-cutting and hammer punching the half-and-half bombs)
And there are also some new "Fitness Fists" to accompany the new fitness mode! (Get these by working out for 5 minutes!)
I've moved the rusty, grungy art to zone 2 (levels 4-6) of Descend and have zone 1 artwork in place! Now just a zone 3 and a boss level! (art-wise)
I DID have to take a break from Descend, however, to focus on Fitness Mode and the new unlockable fists - I will get back to work on it now, though! Lots of enemies, powerups, etc to come!
ANYWAY - That's all for tonight! I hope you all really enjoy the new fitness mode and burn some calories :D (I set the speed up to 10 and lost my breath recording footage for the update video coming this week)!
Keep on punching! And, as always, PLEASE feel free to leave feedback on the discussion boards!
It's been over a month, but I've got some things to show (and a new build)!
1. The new FITNESS mode!
The first implementation of the new Fitness Mode is in the game! Check it out, and let me know what you think! Fitness Mode is like an "endless punch" mode in Classic with some options.
You can turn lasers and red bombs on/off:
You can set the angle to either 360 or 180:
AND You can change the speed at which the bombs spawn to customize your workout! (HIIT, anyone?):
ALSO Notice how you have a "workout timer" instead of a score! There's no score in this mode, and you can't die. Instead, just hold both triggers to end the game!
The bomb fists are also now animated a little bit (and explode/retract when you punch bombs!)
3. Two New Unlockable Fists!
First and foremost, you'll notice a "fist page selection" interface - now I can add as many fists as I want to the game, and not have to worry about space! This will also allow me to do limited time Holiday Event fists in the future!
As for the new fists, there are now pirate hooks (unlocked by upper-cutting and hammer punching the half-and-half bombs)
And there are also some new "Fitness Fists" to accompany the new fitness mode! (Get these by working out for 5 minutes!)
I've moved the rusty, grungy art to zone 2 (levels 4-6) of Descend and have zone 1 artwork in place! Now just a zone 3 and a boss level! (art-wise)
I DID have to take a break from Descend, however, to focus on Fitness Mode and the new unlockable fists - I will get back to work on it now, though! Lots of enemies, powerups, etc to come!
ANYWAY - That's all for tonight! I hope you all really enjoy the new fitness mode and burn some calories :D (I set the speed up to 10 and lost my breath recording footage for the update video coming this week)!
Keep on punching! And, as always, PLEASE feel free to leave feedback on the discussion boards!
Changes list: - crouching feature is added - automatic and manual crouching are available - part of new location is added - wall trace system is renewed and wall jump dribbling is improved
Now we are engaged in refining of basic control-related gameplay features. Fortunately, at this moment almost everything is done, so new game mode will appear eventually in next two weeks. With obstacle course and progressive ‘cutting’ countdown.
When will story mode appear?
Work on this part will continue, as soon as all gameplay features, including the in-game editor are implemented.
Why there are no Steam Cards or Achievement system? or any occasion to save accumulated process? After all, a lot of peoples buy games for those.
Our primary task is gameplay improvement. Afterwards all this will appear. But not now. Progress saving feature will appear at the same time with obstacle course mode. As mentioned above - in a few weeks.
Changes list: - crouching feature is added - automatic and manual crouching are available - part of new location is added - wall trace system is renewed and wall jump dribbling is improved
Now we are engaged in refining of basic control-related gameplay features. Fortunately, at this moment almost everything is done, so new game mode will appear eventually in next two weeks. With obstacle course and progressive ‘cutting’ countdown.
When will story mode appear?
Work on this part will continue, as soon as all gameplay features, including the in-game editor are implemented.
Why there are no Steam Cards or Achievement system? or any occasion to save accumulated process? After all, a lot of peoples buy games for those.
Our primary task is gameplay improvement. Afterwards all this will appear. But not now. Progress saving feature will appear at the same time with obstacle course mode. As mentioned above - in a few weeks.