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(+1)

Hi! Thanks for playing! There actually were plans to allow for more than one badge in Versus Mode, but I shelved them pretty quickly. Having something like a ratio system for badges is a neat idea, but the problem is that certain badges combine better with certain characters/helpers. The poison badge for example is really strong when used with Traude, but less so with others, so defining the cost of a badge would be really tricky. How does airdash break work in CC? I actually really like that game.

(3 edits)

Yeah, I forgot to consider how some characters benefit more from certain badges than others... 

Anyway, unlike a traditional air dash where the your character travels a fixed distance before you are allowed to attack, air dash break allows characters to attack at any point in the air dash and cause them to fall immediately as soon as they attack. 

I'm not sure if my description is clear enough so here is a video of Novriltataki explaining the airdash break mechanic using footage from the previous GGST beta. 

The above example is only for the forward version from GGST  but Chaos Code allowed it to be used in both directions so it was used a lot in neutral and mixups and I really like it as I think the mechanic is really cool but it's also really strong so don't feel obligated to include it if you think that it'll be too strong.

(+2)

That actually sounds like a really fun feature. However most air attacks are designed to be used during a full horizontal airdash. The closest that might work for you is the Quick Drop badge. It allows you to interrupt jumps by pressing down and effectively doing KOF shorthops.