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Grapple League 1.2 Major Update! Boosting in Style!

Grapple League Patch 1.2 Everything has changed. Patch 1.2 is the culmination of feedback on the game so far. New systems have been introduced, new hints, bug fixes galore, and so much more. Game Balance Changes Everything has been sped up. The game should feel significanlty faster and less floaty. Especially at high speeds. Boost Changes: With chargeable boosts some of the boosts needed changing. They all act similarly, but some, like Jump, got some much-needed balancing. New Systems Boost Charging: Grapplers may now find their boost charging while swinging at high speeds. The boost device captures swing energy, directly depositing it into the Grappler's boost reservoir. Essentially, the faster you swing the more boost you get back. Gain even more by raising your style meter. Style Meter: The style meter is a reflection of how well you are swinging through a level. Keep your speed high, keep grapplling, and you'll see this style increase as well. Further, the higher your style? The more boost you will charge during your swings. Shunting: Grapplers may use a portion of their boost to shift their player right or left sharply. Air BrakeGrapplers may activate a drag-system on their grapple suits to rapidly slow their mid-air speed. Enhanced Player Trails: Player trails now show the paths you took on the runs that lasted the longest. Use those to follow your previous tracks if it was a good one! Or avoid them if it was a bad run. Enhanced Range Reticule: The range indicator now dynamically shows how far your target is, how far out of range it is, or, if it is in range, how far in range it is. It is invaluable. The Goal Boost Charge and Style MeterBoost Charging and Style Meter were designed with two priorities in mind. Number 1, to make the game more 'active'. Allowing the player a means to charge boost and consistently use boost gives more direct actions a player can take rather than being reliant entirely on their swings and finding boosts. Shunting: There are some levels, especially in World 3, where you may fall just right or left of something. This makes those less punishing. Further, it allows for more decision making on other levels. Trust me, shunting is very, very effective once you reliably use it. Air Brake: Air Control was somewhat lowered since the live version. It led to rather frustrating situations where you would be above a finish platform, but with too much momentum.... leading to a lovely splash into the water. With airbrake you are able to slow your speed preemptively, allowing you to not horribly overshoot platforms. Enhanced Player Trails: Seeing every past path was interesting, but not all that useful. Now, only a couple runs are saved, ones that lasted the longest, which makes them a bit more useful to rely on. They also look way cooler. Enhanced Range Reticule: Getting used to tether range was very difficult for some new players. With this it is much, much easier to reliably predict if you will hit a target. Gaining a feel for tether range is still useful, but this makes it much, much less punishing when you have yet to gain that feel. Level Changes Nearly every level from World 1 Level 1 to World 3 Level 6 has been largely revamped. While some previous levels were good, these have all been largely expanded upon, tutorials enhanced, and in my opinion, look much, much better than their counterparts. New Obstacles are also prominent throughout the worlds, new artstyles, and more that should help each world feel unique and interesting. UI Changes Main Menu: The main menu has been redesigned from the ground up to be more sleek and quick. Less clicks to get places, and more indication of what level you're clicking on and more. HUD: To give the UI a bit more style, the UI has been changed to embrace a low-res look. Things like the boost meter and the range indicator are especially noticeable. The boost meter has been given more animation to indicator when the boost is charging. The style meter has been added to the top right. Hints and TipsHints have been added to the level start screen. They are selected at random, but should give useful help and information on how to play and more. Other Changes Enabled full controller support in menus. Significantly reduced download size.


[ 2024-02-29 21:42:22 CET ] [ Original post ]



Grapple League
Rain Check Studios
  • Developer

  • Rain Check Studios
  • Publisher

  • 2023-07-20
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 31  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Positive

    (23 reviews)


  • Review Score

  • https://store.steampowered.com/app/2363790 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • Welcome to Grapple League.

    You'll soon embark upon a high-flying swinging adventure through several different worlds and levels to prove your skill against others in the League. Will you be able to conquer the various levels, reach the mountaintop and go beyond? Prove yourself as a master grappler!

    Features

    Four different worlds with more to come!

    • Training World! Every grappler's first world. Colorful tarp covered objects create intense obstacle courses!

    • The Canyon! The windy canyon makes for winding tight passageways and wide areas for free swinging!

    • The Mountain! Exceptional difficulty renders most grapplers unable to complete the daunting task of traveling vast distances and ascending to the peak. Prove yourself!

    • Beyond! What lies beyond the mountain? Will you be able to reach it? Good luck.

    Unlockable Boost Types!
    The initial boost is incredibly handy, but some say they have found other boost types with significant advantages!


    • Base Boost. Jet yourself in the direction your facing! A grappler's staple.


    • Jump. A direct leap upwards. Exceptionally useful in some situations!


    • Glide. More useful than it seems. Dampen momentum in all directions except the one you're facing!


    • Bounce. Difficult to master, but improbably handy. An isosphere that reflects anyone who impacts it perfectly. Also grappleable. Nice.

    • More? Rumor has it there was another, hidden and lost to space!

    Endless Mode
    Master all the courses available? Get some distance in this endless run where instead of time, distance is your foe.


    Swing and fling yourself into the finish![/h2]
    MINIMAL SETUP
    • OS: Ubuntu
    • Processor: Ryzen 2000Memory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: GTX 1060
    • Storage: 6 GB available space
    GAMEBILLET

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