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Devlogs

Update v0.0.1

GU Fighters Open Playtest
A browser game made in HTML5

This is the first update for the playtest. It's mostly an update to fix base functionality and bugs, more content updates are still planned.

  • All skills have had their rarity set to uncommon (from common). This increases the chance of more basic cards such as double jump and cancel appearing.
  • Modified the card selection algorithm to be more accurate to rarity (it previously prioritized common cards more than expected)
  • Default health has been increased from 3 to 4
    • This allows players to survive a default heavy, then a default light attack
    • This also allows players to survive powerful 3-damage heavy attacks
    • More types of cards with increased health options are planned to be added to give players more opportunities to increase health
  • Added version indicator in main menu
  • Overall knockback and stun time has been decreased for all heavy attacks
  • Movement speed in air has been increased
  • Blast/death zone has had its size increased for all stages
  • The above changes should make it easier to recover when hit by heavy attacks farther from the center of the stage
  • Walking speed has been slightly increased. This does not affect sprint speed
  • Snow stage has been updated with a taller wall, allowing players to recover by wall jumping
  • Fixed fireball chain not costing additional meter
  • Modified meter gain system, you now gain meter from any forward movement, the amount of meter is calculated based on speed of movement and if you are facing a player
  • Player details now show the specific amount of meter a player has
  • Added passive that increases meter gain
  • Added passive that increases max meter
  • Added passive that increases default meter at start of round
  • Increased recovery length for the default heavy attack
    • This increases the risk of using the attack, as it is easier to whiff punish
  • Added purchasable upgrade for dunk, allowing it to be used in mid-air
  • Tutorial updated to mention basic movement
  • # of available airdodges is now dependent on # of available jumps
    • Airdodges use up a jump
    • You can still airdodge if you haven't unlocked double jump yet
  • Added directional airdodge
  • You can now airdodge onto a wall, cancelling the airdodge
    • Will drain 10 meter
    • This does not happen if you don't have 10 meter, you will instead finish the airdodge animation before clinging to the wall
    • This can be a strong movement option if you have multiple jumps available and are on the wall, which is the reason for the meter cost
  • Added an indicator for iframes, for now only visible upon using airdodge
  • AI has been tweaked to fall off less when near ledges
  • AI attacks and stalls less when in a pit, focusing on recovery
  • AI tries to jump over pits when targeting a player
  • AI is still being tweaked/updated, this is not final
  • In the roguelike mode, shop locations (passive, skill, shop, and upgrade locations) will not be placed consecutively
    • This lowers the chance of a player spending all their EXP at a shop then being out of EXP at the next location, making it useless
  • UI selection/deselection has been tied to the inputs for light/heavy
    • Space/enter/escape no longer work when selecting/deselecting in the menu unless they have been added to light/heavy
  • Removed default camera smoothing
    • On low FPS, this resulted in abnormal screen shake
    • The game now slows down on low FPS as expected

Thank you for playing the game!

Download GU Fighters Open Playtest
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