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A member registered Jan 07, 2020 · View creator page →

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(4 edits)
INFR1330U - 100830528_M.Williams

On the Defensive

As mentioned in the previous Design Log. Combos and strings can be easily extended by using [DELTA] moves at the cost of 1(one) bar of METER. Blocking is good for while because of the passive health regeneration. However, BLOCKING too much can result in a GUARD CRUSH.

  • Regarding "GUARD CRUSHES"
    • On top of the Juggle Value. Every character in Windam Blitz has an identical invisible value, but for how long you can block.
    • Every character has a "GUARD VALUE" of 30, the "GUARD VALUE" acts similar to the JUGGLE VALUE as in it decreases with every hit scaled with the same attack values.
    • Remember these?;
      • Auto-Combos                                           = 2 Juggle Points
      • Special Attacks (Alpha Moves)       = 2 Juggle Points
      • Enhanced Attacks (Delta Moves) = 4 Juggle Points
      • Super Attacks                                           = 6 Juggle Points
    • Once the "GUARD VALUE" depletes to less than 10 point, you character starts flashing a very BRIGHT HUE. Once this happens, THE NEXT ATTACH FROM THE OFFENSIVE PLAYER IS UNBLOCKABLE.

FIGHTING BACK

In Windam Blitz, THE BEST DEFENCE IS A GOOD OFFENCE. Instead of waiting to counteract to your opponents move. Try and be the first one to commit to a move. On top of extending combos and strings, certain [DELTA] moves (like Kilik's Sheild Rush for example);

  • HIT the opponent multiple times
  • Can be CANCELLED on contact
  • Travel a large Horizontal Distance
  • Has quick startup

These types of moves can essentially be used to engage the opponent. Other similar moves are Izuna's [CAST-DWN]HOOKSLIDE, Lapis' [CAST-UP]MIRAGE.

Trying to PARRYING

Parrying is an [ACT] command. Some properties...

  • UNIVERSAL among all characters
  • Costs 1 Bar of METER
  • UNBLOCKABLE on contact
  • Hits ALL-AROUND
  • Comes out frame-1

Parrying is a High-Risk, High Reward action. Even though it comes out frame-1 and is UNBLOCKABLE. Parrying leaves you VERY VULNERABLE if successfully baited. Its best to use PARRY to call-out and counteract your opponents fullscreen/choreographed moves.

FOCUSING

Though not necessarily defensive, FOCUS is best used right after you knock your opponent down. When you [FOCUS], your character will assume a "charging pose" and start blinking blue. Once some time has passed, they will recover 1 bar of METER and a little bit of HEALTH. However, because the charging pose leaves you vulnerable for quite some time, its not always the best option for the situation.

RETREAT

Though it might seem like a regular back-dash. RETREATING makes you invincible on the first 2 frames of the move. This makes RETREATING on wake-up a very strong option. However, it can be easily called out if the opponent ENGAGES.

(3 edits)
INFR1330U - 100830528_M.Williams

The Auto-Combo [AA]

In Windam Blitz, every character has a 4-hit auto-combo. The first 3 hits of the auto-combo leave your opponent standing while the last hit knocks the opponent down. Auto-combos build your opponents METER and don't deal much damage overall due to the constant health regeneration (Sorry, this is an outdated GIF. AA deals waaay less damage). 

The best way to build meter yourself and do more damage is to use a special (ALPHA) move to finish your combo when you have no METER.

The 3rd Hit [A3]

On the 3rd hit of the auto-combo your character flashes PINK and a sound plays. This is a LINK OPPORTUNITY. A3 can be cancelled into [CAST] or [ACT] on contact.

In the example below, Izuna cancels the 3rd-hit of their auto-combo into [CAST]. This leaves Izuna in an advantages state on Hit. This is great for Izuna because now they have a number of options for their "setplay". They can;

  • Cancel into the [ACT] menu and...
    1. [ENGAGE] to dash up and reset pressure with another AA
    2. [RETREAT] to create distance for opponents counter-attack
  • Cancel into the [CAST] menu and...
    1. [CAST] an ALPHA move (Izuna's is "Front-Attack") to safely end pressure and gain METER
    2. [CAST} a DELTA move to continue pressure and attempt a GUARD BREAK



  • As mentioned before, the last hit of the auto combo deals bonus damage and knocks the opponent down. However, it is always beneficial to use the "LINK OPPORTUNITY" to end or extend a combo.  Relying on the Auto-Combo means your opponent will receive a lot more METER throughout the fight. If their METER gauge if full, they can  REVERSAL to BREAK the combo.

  • Regarding REVERSAL;
    • The speed of the REVERSAL is different for each Fighter
    • It knocks the opponent down if the move hits
    • It pushes the opponent full-screen if guarded
    • The attack itself is UNBLOCKABLE
    • The attack hits ALL-AROUND

EXTENDING combos with DELTA moves

In the previous Design Log, I mentioned using [DELTA] moves to extend combos. This is a "General Rule" in the game meaning that every character has [DELTA] moves, but not all of them can be used in the same way to extend combos. 

For example, Kilik's [CAST-UP] Critical Upper can be used after A3 but since the move cancels all forward momentum, it will whiff consistently. Instead, this move is more useful when extending AIR combos. (REMEMBER; Ground combos don't scale, AIR combos do)

Try experimenting with other characters [DELTA] moves to test the limits and see which moves help in which scenarios.

(2 edits)
INFR1330U - 100830528_M.Williams

Stop dropping combos

Combo length in Windam Blitz is decided by 1 main value, the JUGGLE value. EACH CHARACTER HAS A TOTAL JUGGLE VALUE OF 30. Depending on the type of attacks used, each consecutive attack removes point from a characters juggle value.

  • Auto-Combos                                           = 2 Juggle Points
  • Special Attacks (Alpha Moves)       = 2 Juggle Points
  • Enhanced Attacks (Delta Moves) = 4 Juggle Points
  • Super Attacks                                           = 6 Juggle Points

Also important to remember is that the juggle value is not relevant if BOTH CHARACTERS ARE STANDING.


How to build a combo

Delta Moves usually always leave the user at some type of advantage whether the attack hit or blocked. Also, Alpha Moves grant 1 bar of meter when successfully landed. Building combos becomes easier when you remember that DELTA MOVES EXTEND combos, while ALPHA MOVES FINISH combos. In the example below you can see Kilik do the following;

AA > AA > AA > CAST-DOWN > AA > AA > AA > CAST-BACK

Remembering the tips above, this combo works because Kilik used [CAST-DOWN] Shield Rush to EXTEND the combo after the 3rd hit of the Auto-Combo, this leaves them at an advantage regardless if the move was hit or blocked. Since they were left at an advantage, Kilik can then follow up with another Auto-Combo sequence and FINISH the combo with his [CAST-BACK] Shield Bash.

Try building combos with other Characters with these rules in mind.

(2 edits)
INFR1330U - 100830528_M.Williams

Fighting Games are too Hard

After I had finished an Alpha of a previous project named "Draida", I had asked some of my friends to play it. I remember, every time one of them would download the game and ask me "What are my moves?" I would say "Quarter-Circle Back Heavy" to do a Dragon Punch. They would quickly reply... What?? In my opinion, this is one of the main issues with fighting games.


Fighting Game notations and command lists are very intimidating, especially for newer players. Some games like the newest Street Fighter (Street Fighter 6) have attempted a solution called "Modern Controls". These controls allow a player to perform a special move by simply holding a direction and pressing a new "Special Button".

This short Tik-Tok hopefully gives some context behind Classic controls vs. Modern Controls. Performing these motion inputs consistently require dexterity and hand-eye coordination you can only get from practice.
On the surface, this seems like a perfect solution. However, ever since the inclusion of these controls many long-time veterans have issues with them. A "Special Move" button undermines the work that these veteran players have put in.  Imagine spending hours in Training Mode Mastering a difficult input, only to see someone else do the same thing the press of one button. Understandably, this isn't the solution.


My attempt

When I decided to make another fighting game. One of the first things I did was figure out how I was going to make it easy for newcomers, while still keeping challenging gameplay for more experienced players. Thats when I initially though of a "Menu" system. 

In my game "Windam Blitz", special moves and movement options are performed by opening the required "menu" and selecting the desired option by using the arrow keys. This makes the game less about if you can perform a special move or not, and puts more emphasis on reacting to your opponents options or "footsies".

Thank you for the review. I’ll definitely keep working on it with these in mind. The How-to-play is based off a reallly early version of the game and is definitely poorly explained, I'm working on a short video tutorial. 

To Answer some quick questions for now;

-Reversal is ATTACK + JUMP with full meter, you can also tech ground bounces with 1 meter

-Focus gives meter and a little health.

-I opted to add a guard break instead of a grab. I’ll add both.

Thanks again for the feedback!!

Windam Blitz community · Created a new topic HOW-TO-PLAY
(12 edits)

PLAYER 1;                                            

   ARROW   |       [4]   [5]          > 4=Basic Attack     > 5=Jump
   KEYS    |       [1]   [2]          > 1=Cast             > 2=Act

PLAYER 2;

    W      |       [R]   [T]          > R=Basic Attack     > T=Jump
A   S   D  |       [F]   [G]          > F=Cast             > G=Act


Thank you for trying Windam Blitz;

BASIC ATTACK;

Pressing the basic attack button will perform a standing attack; pressing multiple times will make your Fighter perform an 'AUTO-COMBO'


JUMP + FAST FALL;

Jumping can be done with the JUMP button or UP. Pressing JUMP in the air will perform a FAST-FALL backwards.

REVERSAL;

The REVERSAL is done with the ATTACK+JUMP buttons and full skill meter. Ground bounces can also be teched with the same input with at least 1 bar of skill, though it empties the meter completely.

CAST MENU;

Pressing the CAST button will allow you to see you available special moves, they differ for each fighter.

TIP; DELTA MOVES (Indicated with Δ) allow you to continue your offense afterwards but cost a point of skill. ALPHA MOVES (Indicated with α) knock the opponent back; good for ending offense.

SKILL (MAX = 3)      >     


To cast a special move. Press CAST, then the direction of the move you wish to perform.          

   [Δ Sheild Bash  >>  α Critical Hit]


ACT MENU;

Similar to CAST MENU except with movement options. The ACT MENU is the same for each fighter.

FOCUS; Replenishes a small amount of skill meter and health

PARRY; A frame-1 counter