Changes made between March 4 and July 4, for 1.8.0 1- Walking movement accelerates to posted speed in 0.2 seconds rather than immediately going to that speed. 2- Text box and menus have a monitor-like appearance, menus have been massively adjusted for presentation. 3- Controls have been changed. S- Strafe D- Dodge Z- Repeater X, C, V- Special 1/2/3 A- Strafe + Repeater F- Special 1+2+3 at the same time F3- Language Filter F4- Strafe Toggle F5- Visual options F6- Audio options F7- Gameplay options F8- Key config + control options F9- Load F10- Save F11- Quickload on previously used slot (send 'game not previously saved' interface message if this is null) F12- Quicksave '' '' '' '' '' '' Console Buttons are unchanged. 4- Floor tiles are less griddy. 5- Explosions are more impactful, look better. 6- Boss explosions centre the boss for a while as it does multiple booms, then recentre Seraphine. 7. Used multiple layers for certain blocking tiles, and have those tiles interspersed between those layers, depending on stage context. 8. Added the remaining "modernized" versions of tracks that previously didn't have them. 9. Gradualized as many sounds as needed it. 10. Change the basic enemy bullet to be more comparable to the Blaster Master 0 bullet, only at the size the basic bullet is at now. 11. Equipment now autoequips to an available blank slot if you get it while you have blank slots. 12. Sped up the tutorial flight stage to match other act 1 air stages. 13. Condensed tutorial text immensely. 14. Zoning is no longer automatic. Hold the repeater key or button to zone to a new stage. 15. A few points of general confusion have been clarified, with more explicit instruction and signposting in those specific areas. 16. Missiles L1 in a more obvious location after fighting the Minotaur 17. Solved Pause + Strafe oddity where holding strafe while pausing would lock Seraphine's position as if strafe toggle was on, even if strafe was still triggered by 'holding'. 18. F11 and F12 require a second press to confirm quicksave/load, to minimize accidents 19. For now, dodges will have a cooldown between 0.2 and 0.5 seconds depending on the dodge tool. May revert. 20. Minimized prompts overrunning the text box. 21. Autosaving happens between scene changes, on the last save slot the player saved at. 22. Widened the manual zoning width and height (depending on zone), to minimize rare cases where 'sweetspotting' Seraphine's location was required. 23. Constrained, aggressively, the boss cam explosions. They would repeat excessively in some areas. 24. Solved discrepancies between weapon highlights and weapon icons that could trigger when navigating the equipment menu in some rare cases.. 25. Addressed hazard death crashes in all areas. 26. Addressed the problem of typos coming from certain letters being ignored. 27. Added "Direct" and "Narrative" dialogue modes as options. Direct condenses dialogue to the most essential elements while still sounding like a conversation. Minimal skips all dialogue not triggered via an interlude/cutscene (which can be skipped) or talking directly to an NPC. I will have a sale on this game for 50% off for the duration of the Summer Sale (4 days.)
Steel Seraph
Green Lander Games (Jordan S. Thomas)
Self-Published
2019-04-15
Indie Adventure Singleplayer EA
Game News Posts 28
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
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https://www.steelseraph.ca
https://store.steampowered.com/app/1052390 
Steel Seraph Depot Linux [178.37 M]
Séraphine can strafe, dodge, equip three special weapons simultaneously, and survive otherwise fatal hits as long as she has at least 1 point of shield strength on her microjet.
Equipment Types:
Weapons- Special weapons with limited ammo.
Crisis Triggers- Special tools that trigger effects once you're one hit from defeat (where your shield gauge is zero)
Dodge Tools- Special tools that add a property to your dodge.
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