Default controls are right handed, shoot with shoulders, circle to pick up, cross to jump, square to duck
Time + Stress = Development!
If you haven't already, please consider purchasing the original game from Steam: it's only $10usd which is hardly the cost of lunch
While soft-lock detection has been added there's no way everything could have been covered so be aware that if you really break it then you're going to have to reload it!
The cost of rapid development is sanity
It is imperative not to let the portal device get wet. Doing so will result in unintended consequences
When picked up the Companion Cube is happy like a box is happy when a cat sits in it
The player character is modelled off of Chell from Portal 2, simply because this character was more visually interesting than the original Portal
The player character is animated using a Vertex Animated Texture (VAT) system which might be a little janky, but is super performant (using just 1 frame per second!!) and most of all: overcomplicated!
I would like to thank everyone who has helped out during the development of this project, be it my fantastic Patreons, the numerous people who gave me bug reports, or even just the kind words and support, it truly means the world when undertaking something like this
The best way to force the framerate low is to place two portals adjacent to each other at right angles. Unity cannot do view culling on secondary cameras so each portal iteration needs to render everything, and everything else within each portal. Don't do this.
If it feels like there are more security cameras than the original game, and GlaDOS says different things, you're right! Destroying security cameras is one of my favourite things to do in Portal - MRKane
There are ways to pop yourself out of the map. Everything that can be done to prevent this has been done, but it can still happen so a reload may be necessary if the automatic system doesnt put you back!
Because of the Unity physics engine getting screwy there are still weird bugs, such as bouncing off of portals/objects. To get around this simply reposition portals - failing that have fun and try to break the game!
If you like bloom it can be enabled in the Extra Options menu
Framecaps can be changed in the Extra Options menu
Gyro settings can be accessed from the Control Options, and D-Pad down resets the gyro alignment
Game physics are frequently screwy, Unity physics are screwier, and Unity + Vita can result in things being VERY screwy!
There are two types of checkpoint: The standard checkpoint will do a full level load if you restart, but a "Quick Checkpoint" will revive you back at the checkpoint without reloading the level so as to maintain your progress
Menus were designed to be more fitting than the original games, but also as though they were something GlaDOS would make with the layout based off of how code is structured, and the setup/layout being ever so unsettling...for a human
Do take the time to enjoy the environments and graphics, Valve put a lot of work into visuals, and there was a significant amount of time spent making it look as good as possible on the Vita
While every attempt was made to match the original game, some concessions had to be made to stop things from breaking: you may notice handrails designed to catch a fling or stop a fall, and redesigns for some levels
If a level has been changed from the original this is because of necessary optimization, irresolvable issues/bugs with the level, or both!
