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Design Log 01 (Part 2) - Combo Scaling

A topic by </GAMMAFGC created Sep 12, 2023 Views: 41
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Developer (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.