Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Design Log 02 - The "Link" System

A topic by </GAMMAFGC created Sep 21, 2023 Views: 48
Viewing posts 1 to 3
Developer (3 edits)
INFR1330U - 100830528_M.Williams

The Auto-Combo [AA]

In Windam Blitz, every character has a 4-hit auto-combo. The first 3 hits of the auto-combo leave your opponent standing while the last hit knocks the opponent down. Auto-combos build your opponents METER and don't deal much damage overall due to the constant health regeneration (Sorry, this is an outdated GIF. AA deals waaay less damage). 

The best way to build meter yourself and do more damage is to use a special (ALPHA) move to finish your combo when you have no METER.

The 3rd Hit [A3]

On the 3rd hit of the auto-combo your character flashes PINK and a sound plays. This is a LINK OPPORTUNITY. A3 can be cancelled into [CAST] or [ACT] on contact.

In the example below, Izuna cancels the 3rd-hit of their auto-combo into [CAST]. This leaves Izuna in an advantages state on Hit. This is great for Izuna because now they have a number of options for their "setplay". They can;

  • Cancel into the [ACT] menu and...
    1. [ENGAGE] to dash up and reset pressure with another AA
    2. [RETREAT] to create distance for opponents counter-attack
  • Cancel into the [CAST] menu and...
    1. [CAST] an ALPHA move (Izuna's is "Front-Attack") to safely end pressure and gain METER
    2. [CAST} a DELTA move to continue pressure and attempt a GUARD BREAK



  • As mentioned before, the last hit of the auto combo deals bonus damage and knocks the opponent down. However, it is always beneficial to use the "LINK OPPORTUNITY" to end or extend a combo.  Relying on the Auto-Combo means your opponent will receive a lot more METER throughout the fight. If their METER gauge if full, they can  REVERSAL to BREAK the combo.

  • Regarding REVERSAL;
    • The speed of the REVERSAL is different for each Fighter
    • It knocks the opponent down if the move hits
    • It pushes the opponent full-screen if guarded
    • The attack itself is UNBLOCKABLE
    • The attack hits ALL-AROUND

EXTENDING combos with DELTA moves

In the previous Design Log, I mentioned using [DELTA] moves to extend combos. This is a "General Rule" in the game meaning that every character has [DELTA] moves, but not all of them can be used in the same way to extend combos. 

For example, Kilik's [CAST-UP] Critical Upper can be used after A3 but since the move cancels all forward momentum, it will whiff consistently. Instead, this move is more useful when extending AIR combos. (REMEMBER; Ground combos don't scale, AIR combos do)

Try experimenting with other characters [DELTA] moves to test the limits and see which moves help in which scenarios.

Developer unlisted this topic
Developer relisted this topic