Alright here comes the epic super post about the EP2 Alpha:
I'll try posting a few pictures with my explanations in between
Here we have the games new Title screen. In the demo, only the flair and quick play Multiplayer options were unlocked. Multiplayer also has a seperate window listing all the currently made custom rooms you can join.
Another thing to notice is that there was no way to erase your stats. Neither was there a way to turn down the quality :\\
I'm guessing those will be added at a later date.
Here we have the new Flair menu. There's 76 head and 76 hand flairs to unlock, as well as 50 unique skins (none were in the demo). 24 out of those 76 are the EP1 flairs, and the game had all of them unlocked right away.
Another new awesome addition is that you can have two hand flairs and each of those can be a seperate colour too. That'll allow for much more character variety.
As for the new flairs, the requirements to unlock them (except skins) were still in the demo so I wrote all of them down. Those are the spoilerish parts because they give away a few things about Uniplayer, so don't say I didn't warn you.
BEGIN SPOILERS
Headware
Finish the Underground
Finish the Overground
Finish the Warehouse
Finish the Judgement sequence
Finish the Central HQ sequence
Finish the Power Plant
Finish the main ending
Finish the other ending
Find the secret area
Take the alternate end route
Find a hidden sign
Find 5 hidden signs
Find 20 hidden signs
Find 30 hidden signs
Find all hidden 40 signs
Find an orb
Find 5 orbs
Find 9 orbs
Fill overFLOW Meter 100%
Drain overFLOW completely
4 bouncers without touching ground
Dive for 5 seconds or longer
Swing across 5 smashers in a row
24x Legacy Flairs from Ep1
20x Flair for being a member of exitPASS
Earn a gold on Challenge Mode
Earn 3 golds on Challenge Mode
Earn 5 golds on Challenge Mode
Earn 8 golds on Challenge Mode
Earn 9 golds on Challenge Mode
4x Earn 10 golds on Challenge Mode
Handware
Reach MP Level 1
Reach MP Level 5
Reach MP Level 10
Reach MP Level 15
Reach MP Level 20
Reach MP Level 25
Reach MP Level 30
Reach MP Level 35
Reach MP Level 40
Reach MP Level 45
Reach MP Level 50
Reach MP Level 55
Reach MP Level 60
Reach MP Level 65
Reach MP Level 70
Reach MP Level 75
Reach MP Level 80
Win a Multiplayer race
Win 10 Multiplayer races
Win 100 Multiplayer races
Win 1000 Multiplayer races
Earn 100 kudos
Earn 1000 kudos
Beat Uniplayer in 15 minutes
Beat Uniplayer in 10 minutes
Beat Uniplayer without dying
24x Legacy Handflair
20x Flair for being a member of exitPASS
Beat a challenge level
Beat 3 challenge level
Beat 5 challenge level
Beat 7 challenge level
Beat 9 challenge level
Beat all challenge Levels
Skin
Find 25 different signs
END SPOILERS
The one thing we can gather from this list, apart from Uniplayer things, is that the game will include 10 challenge maps. The exitPASS thing is on the Main Menu. It's where you'll make custom rooms, practice levels etc.
And now onto the things you really want to know about :3
Here's a picture of the lobby as it was in the demo (thanks Est ). Stats for other players were slightly glitched up though. Another useful addition is a ping meter in the bottom right corner.
The match countdown works a little differently this time. Once the "lobby close" counter runs out, the actual race countdown begins and NO PEOPLE CAN JOIN, which essentially kills the problem of players joining mid-match.
Experience gains and Lobby music are unchanged from EP1 btw.
The demo had 3 levels:
Buzzkill
Hopsalot
Breach
They all were relatively short and I tried my best to screenshot most of the layout. I'll explain new game mechanics as I go along.
Let's start with Buzzkill
Here's the first part of the stage. The thing to my right is a spring. Here you say the small light pillar around me. It actually follows you, making your character visible at all times, regardless to colour.
The second part of the stage, which shows the new flagpole and axe.
And here's the last part. The thing on the left is a crusher, basically it's like the spike ceiling traps from the original, except this one has a clear pattern. But unlike the original traps, you can't actually move through so easily, because it acts like a pole, another new addition (I'll get to those in Breach)
Overall, a very straightforward stage. I'd call it the EP2 equivalent of Wombat.
Next up is Hopsalot
Here's the starting part. As the name suggests, there's loads of springs (and a laser)
Here's the ending part of the stage. The spikes open and close in an intervall, which actually requires a decent amount of timing to get right.
I didn't quite manage to screeny the middle part. :S
It's pretty interesting though, because there's wind that blows you to the ceiling.
Also, I present you:
THE FIRST EP2 TRICK EVAR presented by Est
Last stage was Breach, which was my favourite by far.
Here's the first part of the stage showing another crusher. The colour indicates, whether it's opening or closing.
Again, I kinda forgot the middle part -.-
It was kinda uninteresting though, basically a few spike pits(think a combo between Marathon and Deathwall).
And here's the last part of the stage, with a bunch of poles (the thing to the left is an axe).
When you jump near a pole, your character grabs onto it and (depending on momentum) can slightly slide up a pole. You can only move between them by jumping. Grabbing a pole pretty much kills all your flow instantly.
Now here's the interesting part: You can avoid grabbing poles by using flow. But if you look at the picture, you'll see that's also kinda risky because you could fly straight into the saws.
If you do really good, you can do something like Est here and fly pretty far (he was pretty dang good at this part of the level).
To close off, here's the last picture I made before turning the game off (at that point, I was the only one still playing). Don't worry about the kudos, there was a glitch that gave me an infinite amount of them :3
Now that the pictures are done, I'll try talking more about the technical aspects of the game, mainly Controls and Flow.
To start, yes controls are very different and take a little getting used to. But I'm not saying this in a bad way, if you get used to them, they seem a lot tighter than the old controls.
Flow is also very different. The gauge itself fills a LOT faster than before, so you'll never have long periods of flow down time. The flow cooldown completely kills the flow tapping. Half a second may not seem like much, but the difference clearly shows.
Another thing I notice is the change in momentum. When you stop flowing in midair, you brake down to normal speeds (and pretty fast too). With a bit of training, this can be used to stop accelerating juuuuuuuust before a wall of spikes. It's kinda tough to explain by itself, you really need to play it to get a feel for it.
And it's not as easy to stop your flow from decreasing by running slowly. But at the same time, it's possible to turn around while running and still keep enough flow to start boosting a little.
The super flow (which is called overFLOW) was actually pretty hard to get on those levels (since you do need to fill the normal bar completely), but when you do......o____0
It's literally twice as fast as normal flow. There's no way you won't run into something unless you know the level perfectly. I have a feeling the best players will be the ones that can use overFLOW the best.
Double jumping is actually pretty awesome when it's not a timing based glitch. And it really makes a difference wether you use it before a flow boost or unboosted in the air, so you can pull off a lot of different jumping tricks.
It also open up a lot of ways to define your own routes. Look at the first part of Breach. Instead of using the spring to jump, you can also use a double jump. So in conclusion, I think the new double jump actually does more good things than the old one.
And there's another thing that I randomly discovered while playing.
You can double jump DOWNWARDS. The sheer amount applications of that one are ridiculous. Even better you can pull off a normal AND a downward double jump each while in the air.
And that's it so far for my epic retelling. Overall, I pretty much love all the changes made to the game. The only thing that needs fixing is the lag (which really got quite bad at times). But since this was an Alpha version of a game that hasn't been publicly tested........I can't really fault the game for it. You can look forward to this one folks.