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Game Mechanics Sticky

A topic by kopskop created 327 days ago Views: 156
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Game Mechanics

  • Hit Points
    Total amount of health a character has. Players can heal themselves by picking up Health Packs. Once a character's Hp reaches 0, they are knocked out. Once a section is cleared, any knocked out players will automatically be revived with 33% Hp.
  • Red Hit Points
    Every time a character is hit a portion of the damage is converted into Red Hp. If the character doesn't take damage for 1 second they will start healing back this health. Normal hits convert 50% of damage into Red Hp, and getting hit with Super Armour will convert 100% of the damage into Read Hp.
    Once a section is cleared, all players will automatically heal back all their Red Hp.
  • Super Armour
    If you are hit while you have Super Armour you will not receive any hitstun, but you will still receive all the damage from the attack. Also all damage received in this way will be converted into Red Hp.
  • Chain Combos
    Performed by continuously pressing the Punch button. This is an automatic 15-20 hit combo that requires no further input other than just mashing the Punch button. The combo executed is unique to each character.
  • Rank Gauge
    As your attacks land on enemies you gain Rank. The amount of Rank you gain depends on how varied your attacks are. Using the same move over and over will give you less and less Rank. Vary your moves to maximize you Rank gain.
  • EX Moves
    Some moves can be enhanced by holding down the attack button when executing the move. You spend rank to activate them and will need to be in Rank B or higher in order to perform an EX Move. Your character will flicker when performed correctly. EX Moves may have additional hits, enhanced hit properties and more damage and hitstun. Landing an EX Move also builds up your Super Gauge.
  • Super Gauge
    Landing EX Moves and picking up Gems will build your Super Gauge. Once you have one full Super Gauge, you can perform a Super Move!
  • Super Moves
    Super Moves are performed by consuming one stock of your Super Gauge. These moves do a staggering amount of damage, have invincible startup frames and build a lot of RANK.
  • Burst
    Performed by pressing any two buttons while in hitstun. Bursting requires one stock from your Super Gauge to perform. When you are under attack by an enemy, and it looks like they will do a lot of damage, you can break free by performing a Burst. You are completely invincible during the startup frames, and will perform an attack that will blow enemies away from you. You are however vulnerable during the recovery frames or your Burst.
  • Air Recovery
    Performed by holding down any Attack button while in the air during the hit state. Once the character recovers from hitstun, they will perform an Air Recovery. You can perform a neutral or directional Air Recovery by holding a direction.
  • Dodge
    Performed by pressing Down + Jump while neutral on the ground or air, or after hit confirm of any move. First half of animation is invincible, but cannot cancel into any move until after the animation completes.
  • Dash & Air Dash
    Performed by pressing Left, Left or Right, Right while on ground or in air. Has 10 invincibility frames on startup. Can be performed from neutral or cancelled into after hit confirm. Performing an Air Dash consumes one Air Action.
  • Double Jump
    Performed by pressing the Jump button in the air. Consumes on Air Action.

Combo Mechanics

  • Combos
    Once any attack lands on an enemy with Hp greater than 0, you have 2 seconds to land your next attack in order for it to register as a combo hit. Missing this window resets your combo counter.
  • Hitstun Deterioration
    Starts as soon as a character enters hitstun, and resets after a hard knockdown or performing an Air Recovery. Based on the time that has been spent in the hit state. The first 4 seconds no Hitstun Deterioration is applied, and then for the next 6 seconds drops linearly to a minimum of 10% of normal hitstun.
    Super Moves and some EX Moves ignore Hitstun Deterioration.
  • Bonus Rank
    Bonus Rank is awarded for:
    Big Combos - Combos above 20 hits are awarded extra Rank (Max 150% for 170 hits).
    Air Combos - When comboing in the air you'll receive 20% extra Rank.
    Team Combos - While comboing an enemy with an ally, you'll receive 20% extra Rank.

Multiplayer

  • Phoenix Heal
    Once a player has been downed, an ally can stand close to him to revive him with 33% Hp. Takes 2 seconds to activate.

Pickups

  • Gems
    Picking up Gems charges your Super Gauge.
  • Health Pack
    Heals you for 33% Hp.