Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I wasn't expecting to have a move like this but I think it's cool. Adds to the "arsenal" character vibe I was going for.  I need more wacky special moves anyways lol.

Shotgun Blast:
Pull out a shotgun from nowhere, and rack it (many inactionable frames). At which point you can aim the shotgun, and fire one of many shots. A normal buckshot shot, which is basically just a really long string of hitboxes, each further away hitbox dealing less damage, less knockback, and less hitstun. Hitting it point blank would be incredibly rewarding, but any further away and it wouldn’t be worth much. The other shots are mainly utility. A fire shot which sends out a wall of fire that lasts for a little bit and moves slowly. A slug shot that shoots a straight shooting big projectile that does decent damage at all ranges, but can be intercepted by other projectiles, and moves at the same speed as the handgun's bullets. Which would be a slow speed, if you don't remember. Finally, you can go for stock swing, a decently long range low hitting sweep attack where you swing the back end of the shotgun at them fairly quickly. Whichever action you chose, afterwards, you quickly toss the shotgun away and get back into the normal standing stance. This is essentially a backsway-esque move, you use it in prediction of the enemy doing something silly and putting themselves in danger. But, without the actual backsway that makes it easy to dodge things. In return, you get a few more options than backsway, including multiple utility options. But don't use it recklessly!

(1 edit)

Shotgun and Unsafe Shooting are both going to be ground only. I'm going to be making some air exclusive moves to obviously round off the special moves as well as more that can be used in the air or grounded. Which ones from the normal stance will be usable while crouched and obviously crouch/charge exclusive special and normal moves will be decided and created respectively when I get to that point lmao.

Update to Bionic Uppercut, as the consequences of actually thinking about air/normal/universal specials has effected it in a unique way!

Bionic Uppercut (Ground Only Unless Amped):
This move has a switch you can flip that allows you to use it in conjunction with a chunk of air bar to give it a dashing forward effect. This can be called a “meter burn”, “EX” or an “amped” version of the move. When using the move in the air, it will automatically be amped and use meter. If you don't have the meter required to use the amped version of the move in the air it will simply fail. Overall, the move is something in between an electric wind god fist, and a Balrog rushing uppercut. A combo starter and a good combo tool in general. Have it send vertically at a suboptimal angle if used repeatedly in one combo though. Give it a hit of armor for initiative and it instantly becomes a big scary ground tool. But pretty rewarding to block or parry. Honestly reckless use prolly wouldn't get good players unless it was used as an initiative read. It'd prolly be at it's best as a whiff punish tool and combo tool.

Replaced crouching stance's concussion bomb with something more unique.

Ice Bomb (Charge Only):
Timed grenade that upon explosion hits the enemy with consequential levels of hitstun if they are within the radius, but no damage. While if you are caught in the radius, you will gain a chunk of air meter and a temporary speed boost. Isn’t affected by the EOD Vest install super, nor does it consume a hit from said EOD Vest. Also disables projectiles within the radius of the explosion.

I think locking a way to recharge some Air Meter at will behind charge and meter is totally fair. Also it's a timed grenade lol. If you get this and fully pull it off your opponent has to be doing something silly or running away and camping lmao.

If you couldn't tell, the shotgun move and this move are inspired by DOOM. If this is gonna be "FPS Man, The Character", I may as well reference everything lmao.

(1 edit)

Heyo! I'm still alive! Thanks for 1000K+ views. I'm sure most of those views aren't from people who read all of this or even most of it lol. But I'm grateful regardless.

I've been a bit more busy as of late. I'm co-authoring another OC character, basically just helping someone inexperienced out. As well as working with a what I feel is prolific spriter in the modded community to adapt a video game character directly into a mod. It'll be fun! I took a break from focusing on the character, and I think that break will continue. I'm in the sort of phase where you can't linger on one thing for too long and super focus on it. I've exhausted all of the super obvious stuff to add to the character. So progress will come when ideas come to me. In the meantime, I can seek ideas for the new characters I'm working on. I'm having great fun and the modding community is a joy for the most part. To show my thanks, I've made a resource for the community to use as they please!

An empty character design document template, with instructions included, that you can fill out while brainstorming your own character! Just do as the text in italic says, and you'll be set up to make a character idea of your own nearly instantly!
Y.O.M.I Hustle Modded Character Design Document Template - Google Docs

Have fun!


Anyhow, I do have a move. Came up with it last night but I was up late, wrote it down just now. Gotta get in some (direct) Titanfall representation, one of my ounce for ounce favorite shooter series!

Grapple Hook (Air Only):
The grapple hook is an angle-able move like Ninja’s dive kick. Using all the downwards facing angles. After choosing an angle and confirming, the Operator will shove his fist in the chosen direction and a wire will come out. While the wire is being launched you keep the momentum you had previously to using the move and are inactionable (besides whiff cancel). However, when the grapple hook attaches to an enemy, wall, or floor, you’ll lose all movement for a very short period of time. Before momentum is applied to your character that pulls you towards the object you’ve attached to. In this state the only change to the moveset is double jump and air dash changing to “leaning” in the 4 cardinal directions. This affects how you swing towards your target. Think of the grapple hook from Titanfall 2, and how you can combine it with strafing momentum to do wacky stuff. That’s pretty much what this is. Learning also has the benefit of not costing any air actions. You can also cancel the grapple at any time. And keep the momentum you gained while grappling. This makes the grapple a potentially useful non resource consuming movement tool. But the startup is committal until the grapple touches the ground. So it’s no get out of air free card.