Thank you so much, really glad you enjoyed the Demo :D
If it gets picked up by a publisher, I will definitely let you guys know!
Hi, yes that will be one of the first new features :)
However, Shattered Realms is on hold for the moment. I'm working together with Tanuki Creative Studio to create Jitsu Squad! You can check out the FREE demo here: https://tanukicreativestudio.itch.io/jitsu-squad. If you enjoyed Shattered Realms, I'm sure you'd enjoy Jitsu Squad.
(You can modify your controls in Jitsu Squad ;)
Thanks for checking it out. I learn a lot from watching other people play the game (what to improve).
Unfortunately I didn't have time to implement button config for the demo, but X-Input controllers (Xbox) should give you a better experience.
On performing special moves, hold either up or down and press any attack button. This works in the air as well.
You can enhance these moves with one EX pip (Yello pips in hud) by holding down the attack button when inputting the move.
The move you referred to as a parry is actually a Roman Cancel (if your familiar with Guilty Gear), but it's use is very limited. I'm definitely going to change it to be a parry :D
Thank you so much :D
Development is in hibernation for now. Haven't found a funding partner yet, but I'm still looking.
However, I am currently working with the team from Tanuki Creative Studio on their beat 'em up, Jitsu Squad. If you liked Shattered Realms, you might enjoy Jitsu Squad as well :)
Hey, so glad you found the controls and combos easy to perform. It is exactly the experience I wanted players to have. The hardest part should be what you want your combos to look like, not how to perform them.
Man, that was so much fun to watch, thank you for taking the time to do another video :D
I would like to post it on our Twitter. If you use any other social media platforms, send me the links so I can direct people to your work (If you just use YouTube, that's fine too).
That is such a sick Mark playthrough. Nice to see someone use all of his moves so creatively.
The EX bar not building up is only in this specific dev build (0.1.4.4) of the game due to systems being reworked. The Angel Sponsor is the only one with abilities attached to it in this build. Would love to see a playthrough with EX moves :)
Currently working on implementing the new Guardian/Upgrade/Unlock/Save system which will have all those bugs fixed.
Thank you so much for taking the time to make a video of your playthrough :D Glad you enjoyed it!
Saw the game was running at 50fps. Will need to optimize some code to get it running at 60fps for everyone.
V 0.1.4.4 - Mark Taggert Build
We are testing out our next playable character, Mark Taggert. He's moveset and art is all still very much placeholder, but at this stage we would love for people to try him out and tell us what they think. You can check out his full move list here: Mark Taggert - Movelist. We are also very interested in any suggestions for moves so please leave them in the comments below or on our Twitter @ShatteredBrawl.
We've made a couple of small balance changes to Lynx as well as to how the Sponsors (Soon to be called Guardians) work. We are also working on optimizing the game, so if you find it not running at a stable 60 fps, please let us know what your PC specs are so we can get to work fixing it.
(To test him out, go to the downloads page, and select the "shattered-realms-win-dev.zip" file. Please note that only the Angel Sponsor is functional in this build for testing purposes.)
Mark can grapple enemies using his Special (S) Button. When grappling, there is no limit to the amount of enemies Mark can throw at once, leading to him being able to fling massive balls of enemies around the screen.
All his throws also have impact damage to nearby enemies, eg. when his Aerial Spinning Pile Driver (SPD) hits the ground, not only are the grappled enemies damages, but all nearby standing enemies will be hit as well. The effect of the hit will depend on the throw used, and whether or not it was EX'ed.
His Aerial Throws also have a special property. Their damage is scaled based on the height at which the Aerial Throw connected. So the higher in the air you are, the more damage your Aerial Throws do.