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kopskop

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A member registered Sep 20, 2016 · View creator page →

Game

Recent community posts

Thanks so much for all the support, and all the content you've created. You rock!

Also, CHALLENGE EXCEPTED!

We are currently looking into getting a Mac build of the Demo going, but there's still some setting up that needs to be done. We also need to asses how many people actually want Shattered Realms on Mac, otherwise we might be spending to much time on porting rather than improving the game.

Posted in An Amazing Game

That makes us so happy to hear :D Man, it's such a relief that people are enjoying the combo sandbox system.

There will definitely be a soundtrack released with the game when it launches (our musician will make sure of it). Right now though, we only have the ingame versions of the tracks :)

Posted in Wonderful game!

Thank you so much for the feedback, really happy you enjoyed the game. It's always good to hear we're on the right track :)

We are working on adding key remaping to a future update, for both controllers and keyboard.

Thanks for getting in touch, and please bear with us as we improve the game :D

Thanks again for the awesome video. I love pointing people to videos like yours and telling them: "See, you could be having that much fun right now!".

Created a new topic Release Notes V 0.1.4
(Edited 8 times)

V 0.1.4 - Optimization Build

There were a few things we didn't get time for leading up to the release of Shattered Realms, one of which was optimizing the game for lower end machines. We've spent the last few weeks fixing this, and hopefully the game now runs at a stable 60 fps for everyone. If you are still having problems with low frame rates, please let us know.

  • Optimized Shattered Glass effect (Now runs completely on GPU). It also looks slightly better :)
  • Added a Frames Per Second (FPS) counter in the top left so players can see if they're dropping frames.

V 0.1.3 - Versus Mechanics Build

At the Shattered Realms Versus Tournament we saw some really high levels of gameplay. This helped us to identify some gaps in the combo system and tighten things up. Here are some of the improvements you'll experience in both Arcade and Versus Mode:

  • Wall and Groundbounce are now untechable until 25 frames after hitting the ground or floor.
  • Helm Splitter & Dive Kick causes Soft Knockdowns (you can quick-rise).
  • EX Helm Splitter causes Hard Knockdown (you can't quick-rise).
  • EX Stomp causes Hard Knockdown on hits 3 & 4.
  • Hitstun on last hit of Rapid Fire increased to 35. (To more easily extend grounded combos)
  • Dodge can now be held down when hit while standing to Dodge as soon as hitstun runs out.
  • Style gain when you Perfect Dodge and EX Perfect Dodge.

V 0.1.2 - Versus Build

  • Added Versus HUD.
  • Added Timer, Rounds and Match Wins counter.
  • Win Conditions are by K.O. or Style Judgement (Time Out).
  • Versus movement is now constrained so players are always in the same plane.
  • Versus Sponsor added for Versus Mode only.

Fixes

  • Wall- and Groundbounce Secondary Hitboxes no longer prevent Primary Hitbox from hitting.

Style Judgement (Time Out)

During Versus combat, all damage done is multiplied by a factor based on your Style Rank when the attack lands. This value is then compared when deciding a winner on Time Out. So it is possible to still win on Time Out with less health than your opponent, if you were being more Stylish than they were.

Wow, nicely done!

I've only seen someone no damage the boss once before! Very impressive :D

Ps, what version of the game are you on? V0.1.0 or V0.1.1?

Checking it out, thanks for posting the crash report and a detailed description of when it happened :D

So glad you enjoyed it :D

You're right, they should probably reset after each fight. Though in Street Fighter you carry over you EX Gauge to the next round.

But round counters and some proper VS settings is definitely something I want to add in a future update.

Thanks for the details, appreciate it ;)

Haha, awesome! Seems the little guy is giving you a run for your money :D

Glad the game allows him to stay toe to toe with you.

Will release a new character as soon as we are able, believe me we're itching to make new characters.

Uploaded a new build that fixes the error you reported. Thanks for helping out with testing and reporting ;)

Replied to zelgaris in Bug reports

Version 0.1.1 is up, and fixes this bug. Thanks for reporting the bug :D

Thanks for posting the crash report, really helps when ironing out bugs. Have replicated, identified and fixed the bug.

Busy creating a new build that we will upload shortly.

Wicked, thanks for taking the time to record a playthrough. Looked really stylish :D

Could you please give us your PC specs so we know what to optimize for.
CPU, Graphics card, Ram?

Awesome, thanks for taking the time to do a playthrough :D

Love seeing the different tactics people come up with to defeat the Juggernaut.

Posted in Bug reports

Looking into this right now. Will let you guys know if this is something we can fix.

Thank you for taking the time to report this bug.

Posted in Hello again!

Thanks for taking the time to make a playthrough of our game :D

We really appreciate all the effort the community is putting behind this project.

Thanks so much for trying out the game, and making the video :)

Yeah, the game isn't very optimized at the moment, it's something I want to fix in an update. In the meantime, could you please give me your PC's specs so I know what to optimize towards. CPU, graphics card, amount of RAM, operating system.

Would love for you to try it again once it's optimized so you can get the full 60fps experience :D

<3<3

Wow, thank you so much!

Created a new topic Bug reports
(Edited 1 time)

Let us know if you've bumped into any nasties. Your feedback is key to helping iron out bugs :D

Version 0.1.1

Features:

  • Added a combo overlay in Training Mode.

Bug fixes/tweaks:

  • Fixed game not working correctly with itch.io app.
  • Fixed 2 Player Menu bug in Versus Mode and during Juggernaut Boss intro.
  • Fixed Juggernaut Hyper Beam not disappearing after hitting him out of it.
  • Juggernaut Boss now Bursts less, allowing you to do bigger combos on him.
  • Juggernaut Aggression AI now now triggers correctly for 2 Players.
Created a new topic Known Issues
(Edited 1 time)
  • Error message on launch:

"...d3dcompiler_43.dll is either not designed to run on Windows or it contains an error."

Solution: Install the the latest DirectX End-User Runtimes.

  • Controllers, Gamepads & Sticks that don't work yet:

PS3 & PS4 Controllers, but DS4win does work to emulate an x-input controller.

(Edited 1 time)

Hi fam,

We're launching the demo version of Shattered Realms today. It's basically a decently playable vertical slice of what we imagine our gamebaby to be :)


It's a brawler with some intricate fighting game-styled mechanics woven in.


Please have a look at it -  https://kopskop.itch.io/shattered-realms , hoping you love it as much as we do.

we're also on twitter with this as @shatteredbrawl.