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Ver 0.2.2:

-Fixed crashes involving canceling certain moves during hitstop

-Players can more easily jump over small obsticales

-BGM now stops when exiting singleplayer levels

-Increased controller deadzones

-Added Rush Cancel. Performed by pressing Run + Special. Can hold up to go high, in

air causes you to fastfall to the ground

-Adjusted how blocking works. Should now be more reliable

-Players properly run in the right direction after waking up with their head to the

opponent

-Hitboxes and hurtboxes no longer disapear during hitstop

-Fixed an issue where canceling a move would sometimes cause an extra hit.

-Damage Scaling now works properly

-Fixed a bug where the super meter would overflow

-Moves performed in the air can no longer hit low. Attacks that would hit low hit mid

instead

-Moves that have non-integer knockback no longer cause the opponent to oscillate

-Autoblock now properly gaurds against lows

-Adjusted player collisions

-Time out now rewards the player with the higher % of hp remaining

-You can now buffer arials out of jumpsquat

-Debug Mode now displays combo damage. It is the 4th number from the top

-Characters can now support multiple movesets

-KO text now appears behind players

-Fixed animation bug when enhancing specials

-Counter Hits now properly display their hit effect

-Added EX flash for enhanced moves and Rush Cancel

-Fixed issue with enhanced moves skipping their 1st frame

-Added Block sfx

-Updated Credits

-Updated Stage Select

-Added a few alternate palettes for Jay

-Added more placeholder moves for Jay

-Enhancers now require meter

-Updated meter HUD element

-Added Meter Scaling. Using a move that requires meter or RC will prevent you from

building meter for the rest of the combo

-Reworked Hitstop

-Projectiles no longer cause their owner to enter hitstop

-Players can now hit multiple objects at once

-Fixed issue where performing a Rush Cancel after a forward throw would cause the

opponent to behave strangely

-Adjusted how hitstop works

-Added new sound effects for running, walking, jumping, landing, and hitting

-Added Smooth Criminal and Spirit Functionality

-Added more placeholder sprites for Jay

-Knockback is now based on the victim's direction rather than the attacker's

-Updated Russel's Forward Medium command normal

-Added Results screen. You can now instant rematch at the end of a fight

-Options menu now properly adjusts sound volumes


-Russel's Enhanced Neutral Special

Added Final Animation 

Increased attack range

Decreased movement range

Increased total duration (21f > 27f)

Increased combo scaling (1 > 2)

Added a hurtbox to the move

Move now hits later (5f > 11f)

Adjusted Hit Spark


-Russel's Down Special

Starts falling sooner

Added Russel's Enhanced Down Special (623)

Follow up overhead at 14f

Frame trap on block

More unsafe

Decreased Damage (14 > 12)

Increased Blockstun (13f > 16f) (-17 instead of -20 on block)

Decreased Hitstop (20f > 14f)

Adjusted Launch angle

Increased duration of extended hurtbox


-Russel Side Special

Adjusted functionality to Enhanced Side Special

Added final animation for Enhanced Side Special

Adjusted hitstun and launch angles to allow enhancer to connect properly.


-Russel Forward Medium Attack

New animation

Altered move properties to fit the move


-Beverly Standing Light

New animation


-Beverly Standing Medium

New animation


-Beverly Standing Heavy

New animation


-Jay

Too many to list lol