Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Khao Mortadios

27
Posts
1
Followers
A member registered Aug 11, 2022 · View creator page →

Creator of

Recent community posts

Actual progress this month has been pretty slow because my focus mostly shifted to finalizing an update for a different game. But still, the new characters from the trailer are almost completely done, and I'm making some much needed upgrades to menus and UI. Online will take much longer, but I want to hold an offline-only public playtest as soon as possible so that people can try the new characters out.

Training options are definitely in the to-do list! 

I'll admit that I didn't put too much effort in the extra difficulties. Easier modes mostly just get worse at comboing. It will get better.

Most things in the game that just work in a really weird way that feels really silly were basically kept that way because they made me laugh. This is definitely one of them lol.

It may end up being removed if it proves to be too obnoxious.

(1 edit)

It's going! The current internal version has 3 characters in a near-completion state with the fourth one about halfway there. Once those are 100% done, we'll probably switch gears to completely focus on online play while we plan out the remaining content. This weekend we'll be showing off a build at local gaming festival (in Chile) and that'll be the first time these characters are gonna be publicly playable. After that, we'll very likely start talking about holding public playtests on Steam!

It's exported as an .ini file.

Definitely not intentional. It seems like combo scaling is not being applied to the fireball for some reason and I never noticed.

Oh yes I ran into that a couple of times. You can just press the training reset key twice (spacebar by default) and things will go back to normal. But yes I'll do a proper fix at some point.

Also, good job lol. Figuring out how to kill in training mode is not easy.

-Probably! We'll post an announcement both here and on Steam when we finally do that.

-I may have added a forced restand simply because it's meant to combo into jab which goes over crouching characters but to tell the truth, I don't even remember. I made this version of the game a while back.

-No, that's not meant to be a thing. In theory, grabs shouldn't work during hitstun or blockstun, if things are working like they're supposed to, you should even be able to jump before the grab can connect.

-Oh yeah training resets are almost completely broken lmao. Everything that's technically separate from the actual characters just awkwardly stays behind when you reset.

-Aware of it! I'm currently working on a thing that'll lead to player inputs on CPU fights working a bit different that should hopefully fix that.

-Oh that's interesting. I did that on purpose on 3H to make jumping attacks connect more easily after launching the opponent, but I'm surprised that's also happening on 2L.

You can rebind all inputs in the options menu.

The install gives you infinite (kinda) dashes and also drastically reduces combo scaling. You can also do a free Lvl 1 super at any point before the timer runs out, which instantly ends the install.

That's weird! You sure it's not a keyboard issue? Some keyboards get a bit unresponsive when pressing multiple keys at once. Maybe changing the control scheme might help?

Intended! I want this game to be really open in terms of what you can do with combos, but there's multiple things that scale as a combo gets longer. Damage gets lower, the opponent is pushed further away, and launchers don't launch the opponent as high. At some point, it'll be impossible to hit the opponent with one more attack.

If that's not enough, the player getting hit can escape combos by pressing the dash button, as long as they have a bit of meter. This is punishable if they do it blindly too, but with good timing, after the right kind of attack, they can even turn things around to land an attack of their own.

I'm working on expanding the game for a steam release. After that I might consider some steam workshop support to add characters and stuff, but no promises for now.

Not yet, but I'll likely make one soon. I'll post an update when I do that!

In theory I set things up so you can counter a grab by either jumping or doing a DP as early as possible. If you're getting thrown out of those, there might just be a bug there that I need to fix!

In either case, I've been considering making characters invincible to throws on wakeup for a few frames. I know that throw loops have been a controversial topic in the FGC lately.

Block by holding a direction away from your opponent, and parry by pressing towards them right before getting hit!

That's really weird! I just tested it with both a 360 and an Xbox One controller and it doesn't happen to me. Are you using any kind of controller app that might be getting in the way?

If you're playing on keyboard, you press J, K and L as Player 1, or 4, 5 and 6 as Player 2.

You can freely remap the buttons in the options menu too.

I'm definitely not against modding, but I'm not exactly experienced with it, so I wouldn't exactly be sure how to support it directly. I'll focus on updating the game, and then we'll see!

After a DP you can move as soon as you touch the ground. But you can definitely punish a DP while it's in the air. You don't even need to go into the air yourself, throw a jab before they land and you can probably still get a full combo out of it.

You can check the controls and freely remap them in the options menu!

Thanks for the feedback! I just posted an update fixing the down-back+heavy thing. I'll see if I can make the inputs a bit more consistent next time I update the game.

Just posted an update fixing both issues! The training mode option can be found on the controls menu. Hope that fixes Training Mode for you!

I'll definitely be adding that as soon as I can, didn't even think that'd be an issue, but I've had multiple people say the same thing already! I'll let you know when I update the game.

Thanks! That's some good feedback. I did have a wakeup animation at one point but I thought it felt a bit weird. I'll see if I can come up with something else because I think you're right, it's hard to know what the timing even is at the moment.

That's interesting about the super inputs. Do you think they're harder to than in other games? And are you having issues with other special moves or just the supers? I'll try to find a way to make them more forgiving.

Understandable, I'll admit that the game is not particularly "friendly" in terms of teaching how it works. Still, thanks for playing and still rating highly!