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Design Log 03 - Defensive Options

A topic by </GAMMAFGC created Sep 25, 2023 Views: 34
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Developer (4 edits)
INFR1330U - 100830528_M.Williams

On the Defensive

As mentioned in the previous Design Log. Combos and strings can be easily extended by using [DELTA] moves at the cost of 1(one) bar of METER. Blocking is good for while because of the passive health regeneration. However, BLOCKING too much can result in a GUARD CRUSH.

  • Regarding "GUARD CRUSHES"
    • On top of the Juggle Value. Every character in Windam Blitz has an identical invisible value, but for how long you can block.
    • Every character has a "GUARD VALUE" of 30, the "GUARD VALUE" acts similar to the JUGGLE VALUE as in it decreases with every hit scaled with the same attack values.
    • Remember these?;
      • Auto-Combos                                           = 2 Juggle Points
      • Special Attacks (Alpha Moves)       = 2 Juggle Points
      • Enhanced Attacks (Delta Moves) = 4 Juggle Points
      • Super Attacks                                           = 6 Juggle Points
    • Once the "GUARD VALUE" depletes to less than 10 point, you character starts flashing a very BRIGHT HUE. Once this happens, THE NEXT ATTACH FROM THE OFFENSIVE PLAYER IS UNBLOCKABLE.

FIGHTING BACK

In Windam Blitz, THE BEST DEFENCE IS A GOOD OFFENCE. Instead of waiting to counteract to your opponents move. Try and be the first one to commit to a move. On top of extending combos and strings, certain [DELTA] moves (like Kilik's Sheild Rush for example);

  • HIT the opponent multiple times
  • Can be CANCELLED on contact
  • Travel a large Horizontal Distance
  • Has quick startup

These types of moves can essentially be used to engage the opponent. Other similar moves are Izuna's [CAST-DWN]HOOKSLIDE, Lapis' [CAST-UP]MIRAGE.

Trying to PARRYING

Parrying is an [ACT] command. Some properties...

  • UNIVERSAL among all characters
  • Costs 1 Bar of METER
  • UNBLOCKABLE on contact
  • Hits ALL-AROUND
  • Comes out frame-1

Parrying is a High-Risk, High Reward action. Even though it comes out frame-1 and is UNBLOCKABLE. Parrying leaves you VERY VULNERABLE if successfully baited. Its best to use PARRY to call-out and counteract your opponents fullscreen/choreographed moves.

FOCUSING

Though not necessarily defensive, FOCUS is best used right after you knock your opponent down. When you [FOCUS], your character will assume a "charging pose" and start blinking blue. Once some time has passed, they will recover 1 bar of METER and a little bit of HEALTH. However, because the charging pose leaves you vulnerable for quite some time, its not always the best option for the situation.

RETREAT

Though it might seem like a regular back-dash. RETREATING makes you invincible on the first 2 frames of the move. This makes RETREATING on wake-up a very strong option. However, it can be easily called out if the opponent ENGAGES.

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