Yeah you need game controllers with 2 analog sticks.
Interdimensional Space Wizards
Recent community posts
11/16/16 Bug Fixes & Tweaks
- Draw text now appears properly
- Arena Select bug is fixed
- Added fire to temple
- Rotated players towards center of arena when spawned
- Adjusted environment/wooden-shield collision effect
Last night's stream (start it around 1hr):
If you still haven't checked it we have our free itch.io key turned on here: https://interdimensional.itch.io/combatjr/download...
Please check it out and comment!
11/11/16 Item Balance Update
- Bomb detonation time changed from 0.5 to 0.625
- Made slower overall
- Reduced angle on TreeCutter Push attack
- TreeCutter Smash range has been decreased
- Changed Bolt's speed from 120 to 144
- Increased Stun from 15f to 60f
- Increased Arrow Stun from 5f to 15f
- Increase Arrow weight from 0.01 to 0.05
- Increased KingsSword Push Stun from 18f to 20f
- Decreased KingsSword Pushoff force from 10 to 8
- KingsSword Smash gets more Forward Range
- Added a KingsSword Neutral attack that swipes at the air but is slightly slower than Push
- Added QuickTurn
- Changed Push pushoff force from 10 to 8
- Added Quickturn
- Starts up 3f slower
- Finishes 2f faster overall
We are working with the attacking/blocking/stun system, so I'm going to do a quick write up to gather my thoughts.
Each attack has various values regarding damage and stun. For our purposes here we have a value we can call stunLength that is an amount of time that an attack can stun the enemy if it connects. For instance, a Moonblade stab has a stun time of 14 frames while a Moonblade step-back-slash has a stun time of 25 frames.
When an attack is blocked we introduce two new values. The first value is stunReflect which comes from the shield doing the blocking. The second value is stunMultiplier which comes from the inside the weapon itself. Hard shields have high stunReflect values, and pokey weapons have high stunMultipliers. These rules could break: e.g. I could make a squishy shield that sucks in an enemy's weapon or more spammy weapons like the KingsSword might stab but still have low stunMultipliers.
Anyways, the calculation for stunning yourself on being blocked is:
stunLength * stunReflect * stunMultiplier
So shields with low stunReflect will be larger shields that I want players to feel comfortable spamming AGAINST and weapons with low stunMultiplier are weapons I'd want players to feel comfortable spamming WITH. And on the opposite end shields with high stunReflect are the best blockers while weapons with high stunMultipliers will need to be precisely aimed or they'll get owned.
I almost forgot. Each of the six stages is going to have its own methods to either knock players out or force combat if a match lasts too long.
In the previous version of Combat Jr the tie breaker was always a meteor shower no matter the stage. This version we are thinking of making individualized stage hazards. Ravine will have a lightning storm. Temple will have the meteor shower. Sun Prarie might have a prarie fire ala bomberman? Dungeon might have enemy baddies swarm in and overwhelm the players. There are still the Training Grounds and Gate stages and we don't know what could do to "force" a victory. Enemies underground in the "fields" and weather effects outside could be a theme, but we just haven't decided on the full extent of it.
Combat Jr is the multiplayer versus portion of our action RPG The Moon Fields x Combat Jr. While TMF is inspired heavily by the original Zelda, CJr is inspired by faster paced games like Hotline Miami and Bomberman. We hope to mirror all the items in TMF in CJr and vice versa, so we built Combat Jr to be the testing grounds for it.
As of November 8th, we have 22 items and 8 armors implemented and most fully functional gameplay systems are in place. At the end of development we expect something along the lines of 80 items and 20 armors. Right now we are looking for feedback, let's plays, or even just a few sentences of what sticks out and is the funnest portion of the game for people that aren't us and our close friends.
If you have a few gamepads lying around (PS4, XBox 360, most dual analog PC controllers), please check out our game and drop a few words for us here or on our page's forums. We will periodically open up the following key if we feel as though we need more feedback.
Our roadmap is as such:
- Tweak major gameplay systems (e.g. shield stun)
- Add Match scoring
- Single player demo
- More items
- Chain Claw
- Triple Fire Crossbow
- Shields with attacks
- More Area control
- Implement a magic system
I would love to showcase longer GIFs of my game, but because it's 2D/3D it has a lot of coo lighting effects that blow up the filesize. Is there a way to host GIFs on something like imgur and post them on the sidebar where screenshots normally go? I'd like to put these gifs on the Combat Jr page to replace some of the screenshots, but I can't figure out how?
11/01/16 - SCORE CROSSBEAM UPDATE
The Score Crossbeam is what lays the foundation for our PARTY MODE, MATCH PLAY, and ELIMINATION modes. It's a UI element that displays the ROUND and HEATS won. Eventually it will be used to push our MATCH PLAY and ELIMINATION MODES.
Swapped out the quick roadmap on the main page for dev updates here only. Here's the log before the change:
10/30/2016 Six Arena Update
We added an arena select and four new arenas to take advantage of the new engine from THE BIG UPDATE.
- Training Grounds (New!)
- Ravine (New!)
- Old Beginnings (New!)
- Gate (New!)
- Sun Prarie
10/20/2016 THE BIG UPDATE.
Refactored the entire engine. Improved physical interactions, added vertical movement. Reworked Character Select interface.
Added new weapons:
- Throwable Bombs
- Turpentine Oil Bombs
- Scaletooth goblinhead that shoots Oil and Fire Oil
9/8/2016 Tweaked Dungeon and Sun Prarie lighting, bug fixes
8/18/2016 Tweaked contrast on sprites and backgrounds, replaced Dungeon barriers with spikes, opened pathways in Dungeon, and added camera effects
5/26/2016 Tweaked some lighting in Dungeon.
5/24/2016 Arena Update! Balance tweaks, bug fixes.
**THIS GAME IS STILL IN DEVELOPMENT**
The new file is UP! Get it while it's hot! We're rebranding this as just plain Combat Jr. This is the refactored engine. Expect new media as soon as we show off the game and can get hot new footage.
Then, single player modes.
Cool development news: Zackery Wilson and his brother Jay, Boba Sweat on SoundCloud, have signed up to do music with us. We are *stoked*.
Other development news: we're adding "Auto" builds for new players. In the next build we have eight armors coming up and each armor will have an Alpha and Omega build in addition to allowing custom builds. Check out the new character select, too:
So we've been neck deep in refactoring and redesigning the game. It's going really well. Movement bugs are going away, adaptability is going up, and it's just looking cleaner.
Sujan is working on the new and improved Character Select interface. Raffy is working on new art, animations, and designing more versatile weapons. Old weapons marked by an asterisk have new moves. New moves come in the form of push or smash attacks like Smash Bros. or autocombos. The new weaponlist is as such
Tomahawk -->> Polled Hatchet with a fire attack
new Scaletooth -->> Staff with the head of a firebreathing swamp goblin
Bendhammer* push attack
Explorer/Telescope/EagleEye (So many names!)
MonkeyStick* --- this weapon has changed a lot
new Turpentine -->> apply fire damage to your next weapon OR throw flammable, sticky goo.
Just FYI, some enthusiasts have 6 key rollover or even no key rollover keyboards that'll handle the controls for CC2 just fine. Also the game is dope in ways I don't understand. Keep killing it, guys.
Hey guys! We just showed Super Combat Jr 2 at Combo Breaker! It was pretty cool to do a public showing for videogame folks instead of at local festivals (which is also cool in another way).
We initially went into the tournament posting on twitter and forums we're on about 50 free keys we had to give to everyone. We gave away something like 20 or so keys to the game.
Initially we wanted to release the keys only to the current build; full access to the final finished game would be reserved for actual buyers. Later on we actually decided that anyone who supports us this early can just have copies of the game, but for future events I think that would be a cool way to promote the game.
Anyways, it would be cool to be able to release tiered keys for the game. I know I can just make another game on itch and have it exist as its own thing with its own limited keysets, and I think that's what we're going to do in the future, but it would be cool to have a tiny ecosystem for all the versions of CJr floating out there.
5/24/2016 The Arena Update!
The first new arena is Dungeon. It's a small, tight, dark arena featuring deadly traps. Stand your ground or run through quickly. A sniper sitting in the middle can be deadly.
The second new arena is Sun Prairie. It's a wide open plain with lots of vegetation. You can't stay hidden in the tall grass forever.
- Iron Lance - active frames cut down
- World Mace - startup lengthened
- Treecutter - cooldown shortened
- Bendhammer - collider box increased, startup shortened
- Roundshield - given QuickTurn()