@Kratus,
I had stage falls set up way back in a 2007 project. If you need a hand let me know. It's a lot easier to do in the engine version you're using.
The end of this video shows it a little better - you can even make objects in the background interactive. In this case, sending a guy into the background at the right spot will bounce him off the boat. One hit sets it on fire, another hit sinks it and throws a bonus item into the playable area.
Cool haha, the effect is awesome, I will try a similar method. Thanks man
Attempted another playthrough and just ended up rage quitting. The enemy aggression is just ridiculous. They spam attacks like there's no tomorrow, which with juggling on just makes you bleed a health bar in seconds.
Thanks for your time and the feedbacks

I suggest trying the next version before a final feedback, there's a lot of balance changes. But if you reached the point of "rage quitting", honestly I don't know if you will enjoy the game anyway. I remember similar feedback you posted related to the old SOR2X difficulty too, maybe there's a clash between my game's proposal and your expectation as a player, it's fine and totally understandable
Let's see what you will think about the next beta, I'm very close to launching it. I would like to see a video showing your playthrough in the current version too, at least a single stage.
Also the SoR 1 Garcia's need to stop being so grabby
He is "grabby" in the original too but I can reduce the grab distance a bit, it makes sense.
And enemies feel like they move too fast sometimes. I assume Blaze is meant to be fast but trying to chase after enemies even with her felt like she was just always a little behind them and had to wait until they hit a wall for her to catch up
Already applied a speed reduction during backwalk movement for the next version but I'm wondering about what difficulty you selected. Enemies are not so fast like you described in "normal" (see the video below), but they are fast in "hard/mania".
The amount of times I got hit with a pipe/knife that was thrown from OFF SCREEN (I can't dodge what I can't see coming) was a real pain and felt like a 'cheap shot'
I can disable projectile throwing if enemies are offscreen, it makes sense.
which juggles you. Then the boomerang returns and juggles you again
Aerial recovery can interrupt juggles
They spam attacks like there's no tomorrow
Then he kicks you immediately afterwards because there's no delays after attacking
Hmm, there's a considerable delay between the attacks mainly because enemies/bosses now have the attackthrottle configured to interrupt attacks with 50% chance depending on the distance between players. Again, it seems that you are describing a "hard/mania" difficulty, not the "normal".
Look how Galsia acts, he does some hits then stops, walks back and then returns but sometimes not attacks even if close to Axel.
Then the boomerang returns and juggles you again
You can hit weapons with any attack, including boomerangs.