It’s been a while since I last shared a new build. Over the past few months, I’ve completely overhauled the game’s core gameplay to make it more varied and more fun. It’s a bit deeper now, but the goal is to give players more options and more freedom, with enough different mechanics to keep things interesting in the long run. I can’t wait to hear what you think of this new version!

Release notes:
· Combos (dance moves): like in fighting games, input sequences trigger special attacks, defensive skills, or counter-attacks.
· New music & sound design: Raphaël Joffres composed new tracks so every level has its own musical identity— and it changes everything!
· Off-beat timing: every action can be performed either on the beat or off the beat. Mastering off-beats enables super fast play, but it’s harder to learn.
· Grapple hook: you can now grapple any enemy to launch yourself into the air. There’s also a new “dive attack” that lets you slam down on foes with B.
· Shield: while grounded, press B to activate a shield that blocks all attacks for a short window.
· Finisher: the old “special attack every 8 beats” has been removed and replaced with a finisher mechanic. Each time you defeat an enemy, you’re prompted to press Y to absorb their energy. This is synced to beats 4 and 8—keeping the idea of the old special attack, but making it feel more fun and more consistent with the game’s universe.
· Ultimate: a “rainbow” ultimate attack becomes available once you’ve absorbed enough musical energy.
· Electric finisher: certain blue enemies zap nearby enemies when you successfully land a finisher.
· Parrot: a small bird flaps to the beat and moves around to highlight rhythm events you really don’t want to miss.
· Tutorial: the tutorial has been fully redesigned.
· The ship (hub): a hub level set aboard the heroines’ flying ship, with access to the world map and level select—plus a great track :)
· “Infinite” mode: a timed challenge mode with randomized enemy waves, accessible from the ship.
· New enemies & boss reworks: new enemy types push you to adapt and pick the right tools for the fight. Bosses have been reworked as well.

