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I know I just commented a few days ago but this update felt really great! The new intro caught me off guard and got me really hyped up. the few small changes such as the random monster ? sprite during the "clash sprite" (Idk what to call it lol) was a subtle surprise and gave a bit more tension for what I would either fight or play as. I will say Im not a big fan of changing the jump and dash keys from F and C to V and H respectively (at least for player 1) but im sure ill get used to it in time and actually play with both hands lol. As far as skins go i really love em, gives the feel of much more variety in combat despite no actual changes, and I highly encourage making more if time is available. Training mode is a welcome inclusion, though I admittedly have learned most of the game during previous updates so it hasn't helped me much. Final thing I noticed was that the "clear crystal" variant kick on lily and orbit either doesn't work at all or has gotten a much stricter window to input (considering the other attacks such as the dragonfish yellow fireball still work I assume it was removed, though either intentionally or by coding error I don't know)

In short I really liked this update, despite it not being any major "new character" esc update I really enjoyed myself. Ill make sure to add an edit for any other changes i find.

Thank you so much! The yellow crystal kick from Lily and Orbit has indeed been removed. I felt like it was a strictly worse version of the normal variant. Would you be interested if I added it back in again? Lily and Orbit do have 1 new motion move, the fading fist. You can do it with a dragonpunch motion (forward, down, downforward).

I uploaded the update pretty late at night, but I will soon write all the patch notes in the devlog.

Also, to answer your previous comment (I waited a bit because I knew the update was close to release), but player 2 can attack with Period ( . ) now. It's not really my way to play since I like having my attack button on the right side of my movement keys, but this will let player who don't have a keypad have an easier time.

And yes :) I did indeed make ragdolf too

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Giving it a bit of testing I definitely really like the fading fist, its a much needed movement tool for lily and orbit considering i've noticed they tend to struggle approaching (then again I forget dash attacks exist half the time cus I play totem most lol). As far as the yellow crystal kick is concerned I did actually find it useful, specifically for mixing up on shield, as the opponent might drop it or use the crouch attack after they would expect the standard crystal to hit, but get caught by the delayed window of the variant (bots especially fell for this). so while not exactly a great move I did find use in the moveset. 

Thank you for the response, and ill make sure to give feedback on any future updates the game has to offer to give you a better audience perspective :)

Edit: I found a funky bug (I suppose) where if you are in training and manage to get your opponents hp to zero (I found it easiest to either spam the lily up attack while using orbit when available or the totem monster crouch attack, both while using the wall to keep the other player close) Every hit done at zero hp will do the "finishing hit slowmo" effect that normally happens, which leads to comical results when using multihits, this probably won't realistically effect gameplay but its worth mentioning.

I'm gonna comment on this one so I won't add unnecessary bloat comments to your guide, but your guide was really extensive! I can see that you put in a lot of research and that you have a lot of knowledge on this type of game already, wether it's traditional fighting games or platform fighters. For example, you correctly understand that the small attack are often way more important than the big attacks, for example with dragonfish's crouch attack. and you also figured out an advanced movement tech in Dashjumping

I'm going to add some comments under there to make the list even more complete, cause a lot of these things you had no way of knowing. If you want me to delete them so you can update your own list, let me know. it might be a better read that way.

There's also a really important mechanic that I don't think you mentioned anywhere, but you can parry attacks by releasing the crouch button (there's a half second cooldown after a failed attempt, but if you parry something, you can more quickly counterattack and you get some pepper meter). this is a good counter to most projectiles and you should always keep it in mind if you're using projectiles from far away.