Full notes
Full GRIME update
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Repeated intro
Hey Yarden GRIME director again,
What changed
- Balance
- Gameplay
GRIME changes
After showing you some of the many ways where GRIME II is different from GRIME, it's probably time that- as a parry loving player myself, we talk about that.
I assume most of our present fans are into parrying, so rest assured, it's back and far more versatile.
So, first starters, there is now an attribute (Pliability) that directly increases parry damage.
AND a parrying skill tree, with many new (and familiar) traits to modify it with.
You will also be able to freely invest and refund any of the traits whenever you are in a checkpoint.
As with the first game, you can still parry projectiles from the get-go, it would have felt weird to lock it behind a trait.
Additionally, you can now parry in the air right from the start as well.
But that's not all... as mentioned before, there is a HUGE gameplay variety in the weapons. And some of them can make use of parry as well-
AND, the same is true for Molds, where some only trigger when used to parry an attack-
If you're not into parrying, don't worry. You can focus on enhancing your dashes, Mold casting potential, weapon attacks and more.
Parrying is just one option out of many.
This STILL doesn't cover everything there is to GRIME II's combat. But you'll be able to experience some of this for yourself when we finally release our DEMO very, very soon. So keep an eye out.
As always, don't forget that we post WEEKLY updates to our Social Media (Links at the bottom of the post).
Source
Changelog.gg summarizes and formats this update. How we read updates.
