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(1 edit)

Version 0.3

Stuff we changed:

-Volume settings now persist between menus

-Fixed some issues with Options menu controls

-Projectile Data has been updated

-Updated Main Menu Graphics

-Made controls for the Main Menu smoother

-Implemented changes to Russel's specials that didn't get included in the previous update

-Fixed an issue with the Combo Counter not going away

-Fixed several bugs relating to Smooth Criminal

-Attacks with a base damage of 1 can now be scaled down to decimal values

-You can no longer get the early version of the Arcade in Random Stages

-Holding back when backdashing no longer forces the player to keep backdashing

-Made adjustments to how dash inputs are handled. Dash inputs are now a lot more precise

-Added Sound FX to Main Menu, Character Select, and Results Screen

-Added proper palette masks to Beverly's attacks

-Added proper animations for Beverly's Crouch Light and Crouch Medium

-Changed default run button from left Ctrl to left Shift

-Player 2 can now cancel Stage Select

-Added Wallbounce. Certain moves cause the opponent to splat against the wall

-Updated Options Menu Graphics

-Added "Voice" as a sound option

-Added Rush Cancel Sound effect

-Added Gunther. He is in very early stages and does not have much official art


-Russel Standing Medium

Reduced Hitstun (21f > 18f)

Now +2 instead of +5 on hit. The plus frames didn't do much for him,

since he could cancel into a lot of things anyways. Plus, he could

combo into down special, which I didn't like because it felt weird.


-Russel Standing Heavy

Reduced Knockback to allow the move to connect with side special more easily

Reduced Damage (14 > 12)

Now wallbounces on counter hit


-Russel Jumping Heavy

Added an extra hitbox to the move to increase its range and versatility.


-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 > 9f)

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

Enhancer now wall bounces on counter hit


-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.

Enhancer now connects after counterhitting the opponent with the second hit

Now starts moving immediately to allow it to connect better from Stand Heavy

Changed damage distribution. First hit does 10, second does 4

The move does the same amount of total damage, but I made this change

because it was common in air-to-air situations for only the first

hit to connect, causing the player to lose out on damage. This change

increases the reward for using this move as an air-to-air.

Changed meter distribution. First hit gives 8, second gives 2

Same explaination as above