That's awesome, thank you for playing!
Phil Airdash
Creator of
Recent community posts
Thanks! I'm good, I like putting some free entertainment out there. I'm also working on a sequel right now: Beatdown Dungeon: Demon Day - Demo v1.6.1 by Phil Airdash (itch.io)
First things first: the visuals and audio are amazing! Genuinely fantastic atmosphere. Never knew I wanted a haunted DS game, but here we are. Also Germain is great and hope to see more of him!
Little nitpick: When turning 90 degrees, the interact prompt will display if you turn past an interactable object. Makes it seem like you can turn 45 degrees to interact with it.
Will there be additional dialogue when talking to an NPC for the second time? I tried talking to the killer a couple of times, since he seemed important. If not, a skip feature for already read dialogue would be neat.
But overall I'm really impressed, keep up the good work!
Hey there! Thanks for the extensive feedback! Everyones light and medium moves received a few more startup frames compared to the previous game, if I recall correctly. That's why Marv might seem a bit slower. I increased his walkspeed a little though. Glad you like Thunderjack! Creating new characters is always a gamble to see if they work out in a match as well as you had intentioned. VS AI mode is one of those "nice to have" features that I will consider once the main campaign is done.
Hi! Thanks for playing! There actually were plans to allow for more than one badge in Versus Mode, but I shelved them pretty quickly. Having something like a ratio system for badges is a neat idea, but the problem is that certain badges combine better with certain characters/helpers. The poison badge for example is really strong when used with Traude, but less so with others, so defining the cost of a badge would be really tricky. How does airdash break work in CC? I actually really like that game.
Hi! The game has a pretty straightforward chain system, but without reverse beat like in UNIST. Are you using your helpers? You can cancel most attacks into an assist call and extend combos that way. This game also focuses on juggles: try to get your opponent airborne via sweeps and launchers and don't let them drop. Again, helpers and certain badges can help with this. Hope that helps!
Thank you, great to see people enjoying the game! The first game got way more players than I anticipated, which is why I put more effort into features like training options and such. Even has hold start to pause for versus matches now! I actually put some time into researching rollback, but the game's foundation was not built for it and it's a bit above the scope of this project. I will focus on completing the campaign for now. GGPO would be really cool though xD
This game now has a sequel in the works! Check out the demo here: Beatdown Dungeon: Demon Day - First Demo by Phil Airdash (itch.io)
Hi, thanks for the detailed feedback! Yes, there's certainly a bunch of stuff that needs improving. The next game will take on the form of a more traditional JRPG to solve the issue of boring random maps. I assume you mean the reserve character? That mechanic will also be removed, instead you'll just have your whole party with you. You'll still get a Game Over if one of them dies, but you can save anywhere and have revival items to retry fights. And I guess I need to include a blocking tutorial. Thanks for playing!
It's a sequel to Beatdown Dungeon. I felt there is a lot to improve, plus I want to add more characters. If you're interested, you can check out my Twitter profile, since I document the development process there: https://twitter.com/beatdowndungeon
That's actually a very good point. Probably should have handled player death like this. My next game will allow you to simply carry your whole party into a dungeon, so the reserve mechanic kinda gets removed. Instead there will be an item which allows you to retry fights, instead of getting a Game Over.