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Heyo, thanks for 1.5K+ views lol. I've been working on stuff but a little slowly, I've had a couple technical difficulties as of late that have stalled me but I'm working on stuff now.

Someone suggested to me that a 5 second in real time timer on the grenade was too long and would make timed grenades not worth using. I'm brainstorming a solution to that.

Also, will note, something I've forgotten to mention up to this point, the concussion and ice grenades have a much larger and slightly larger explosion radius compared to the frag respectively. 

Here's the first crouching moves!

Movement:

When crouched the Operator has no “movement” tools besides blocking, dodge rolling, and ect universal stuff. The Operator can also uncrouch and draw his handgun fairly quickly. The game will keep track of how long you’ve been crouched in real time and after a second or so in real time you will be “charged” which allows you to do one charged Special or Super move before having to recharge. This is the gimmick of the stance. Crouching stance is more defensively oriented compared to standing stance and it’s unga adjacent shenanigans. And obviously has no access to the air. And so it consists exclusively of grounded moves. But there is no backwards movement while crouched.

Movement from Standing Stance that carries over with stipulations:

High & Low Block:
Low block retains and continues your charge when you use it and while it's active. It also can block “mid” attacks on initiative. But not “high”/overhead attacks. High block retains charge unless by the end of it’s duration you haven’t parried anything. If you fail to get a parry you go back to standing stance and lose your charge.

Moves that require charge should have slightly different colored icons to differentiate them from the regular moves in this stance. They are meant to be rather special after all.

Dodge Roll:
Acts as normal. You keep your charge if you aren’t hit out of the tail end of the roll, and come out of the roll crouched.

Movement exclusive to Crouching Stance:

Draw!:
The Operator very quickly stands up while drawing his handgun. Returning you to the standing stance.

Super Duper Jump (Requires Charge):
A more powerful and safe version of the super jump. Giving you access to a way to jump you’d otherwise not have. Charge requirement being it’s only weakness.  

Normals:

You lose out on a fair bit of normals when crouching. Mainly moves relating to the handgun, because you holster it while crouching. But in return you get a few exclusive useful normals.

Normals from Standing Stance that carries over with stipulation:

Exo Punch:
Same as the standing variation, but with a different animation low to the ground. Still hits mid. Beats low block on prediction, even at medium range.

A Knife!:
A stand in for this stance’s obligatory fast but poor range mid. Beats low block on reaction, if you’re close enough. Same properties as the standing version, but obviously a different animation.

Rifle Butt (Requires Charge):
A version of the move that has much quicker startup and much better recovery on hit. If you whiff, it does the normal recovery animation, and you are sent back to standing stance. This is one of the few charge moves that doesn’t consume your charge. As it's a normal and not a special move. It’s faster because when you are charged you pull out the Operator’s rifle. Besides that it works the same as the standing variation. Making it an incredibly threatening combo tool.

Normal Moves exclusive to Crouching Stance:

AP Knee (Amplified When Charged):
Bazooka Knee esque attack. Moves you forward, without losing you your charge. If you hit someone during the air portion of the attack, you can cancel into an air attack and sacrifice your current charge. Or fall to the ground and keep your charge. When charged, the move starts up a little quicker, moves faster and further, and “Armor Breaks” armored moves. Essentially ignoring their armor and hitting as normal. Hence the name. When charged there should also be rocket launcher SFX and fire particles following the Operator. This doesn’t consume charge mind you. The only two weaknesses of this move is that it cannot be flipped (no backwards burst movement allowed), and is its mild amount of recovery frames if not free canceled. Which can easily leave you open to attack if you whiff.

Not finished with the normals yet mind you. But this is what I have written down so far. Stay tuned for more soon-adjacent.