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Hey there, back again with a couple more bugs/issues to report. I've got them on video this time. The 1st clip shows a bug where the Overheat Gauge still increases at normal speed during bullet time if you're trying to mash arm extensions (no torso turning), even though your fighter isn't actually attacking. The other 4 clips showcase how mashing arm extensions + holding your torso down can leave an opponent unable to recover. This ties in with the issue concerning the Overheat mechanic I brought up in my original comment. I've come to the conclusion that extending your arms may need to build up Overheat faster to mitigate this.

After seeing how stealing weapons works, I can now say that I no longer have an issue with the weapons as they are now. I'll cross out the 5th point in my original comment in recognition of this.

If you're still looking to update the game, would more color options for the players be something you'd be interested in? This is more of a personal request, 'cause I know I'd benefit from this, as I have a special set of tournament rules I'd like to test, and 4 participants (red, green, blue, purple) won't be enough for my tournament. I'd need at least 8.

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thanks for the report.

This overheat issue happen because I tried to find a way to limit mashing without using torso turning. This is a bigger problem when using weapon like swords or chains. What I did is increasing a fixed amount of overheat for each arm extension. But it's not perfect as it's rather inefficient at normal time and can be exaggerated in slow motion. I'm still looking for a better solution.

About the colors, I don't know. They're a max of 4 players at the same time, so to me it makes sense to limit at 4 colors. There is also the reason that more colors will be less distinctive. (like orange would looks too much like red, or unused weapons).

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Alright, I've done some further testing and learned how to backflip and frontflip at will, but more importantly, I think I've finally thought up a decent solution for the Overheat gauge.

Currently the Overheat gauge IMMEDIATELY starts emptying itself when you stop doing actions that would fill it, which is why repeatedly extending your arms doesn't really do much to fill the gauge, since there's a moment between button presses where you're not pressing any buttons, causing the gauge to empty in that time. So I think there needs to be a delay (like half a second) before the Overheat gauge starts to decrease. That should help limit repeated small attacks.

Also thought of an idea to use in substitute of additional colors/changing AI player setup manually. And I think this game could probably use this in the future anyway: the ability to save and quickly access your favorite builds.

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I came up with a radical solution for attacks spamming : I simply implemented a small delay to activate damage after repeated attacks.

Saving builds may come in a future update. 

Thanks for the fix, it works well. I guess the most accurate way to describe it would be that you put a "speed limit" on repeating light attacks. They're definitely less abusable now.