Combat Tweaks 'n' Fixes!


Henlo,

The builds have been updated. Here's some of tha deets:

Fixes:

  • Map progression is persistent post-death
  • game no longer freezes after an ogre is hit prior to it noticing the player
  • vanilla wall jump behaves correctly after a fast lateral walljump
  • game no longer stutters on crossing certain area boundaries

Design Tweaks:

  • some enemies can block attacks!
  • some enemies can dodge attack!
  • some enemies react to being warped around!
  • knockback and juggle attack properties are no longer binary - some enemies resist being hitstun more than others and different attacks now have different hitstun strength levels.
  • some enemy HP amounts have been adjusted
  • most enemies now accelerate/decelerate during combat and patrol AI patterns.

The next update will probably be more-focused on improving the utility of kicks, and giving users more incentive to kill enemies, and other general combat polish. For the kicks, i was thinking of having an aerial-drop kick regenerate energy to encourage varied aggression from players. i'll roll this change out locally, then in a week or two see how folks feel about it.

The weekend's been nice and chill for me. I've been watching btssmash stream Smash Summit 11 cuz i like melee AND cuz i'm technically running some ads there lol. If you got here thanks to the chatbot, ty for stopping by, trying out the demo, and wishlisting on Steam. If you haven't done any of those, do ya boy a solid and at least wishlist the darn thing so i keep the lights on and the bread flowing.

And as per usual, if stuff is broked or have feedback, post a comment.

Hope ya'll have a dandy weekend. 

- Mr. Thee

Minor Minor Update: the "Rising Windmill" Ex-Move (Slash->Slash->(Slash+Kick+Up)) now launches and multihits properly.

Files

Win64.zip 95 MB
Jul 17, 2021
WarpSoldier.app.zip 94 MB
Jul 17, 2021

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