effect test for super move activation. shellby looks… thrilled?
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Today I added counter hits! When you are hit during the start up of your attack, you get counter hit. This puts you into hit stun for 5 additional frames, and some attacks will inflict special properties such as floor/wall bounces, ensuring follow up hits under certain circumstances.
Hey! I recently added a cool system to Kerfuffle, which I later found out to already exist in a Street Fighter game.
Anyway, the idea is that you sort of remove the balance from your character for about 10-15 seconds. Meaning you can cancel any attack into any other attack, and you can dash or jump cancel any attack! This allows for custom combos. The damage scaling is pretty high so its not like you just get to kill someone flat out, and getting optimal damage is still tricky and requires a bit of skill.
To balance this out a bit, players do have a combo breaker that they can use two times per match. However, these combo breaker “tokens” as they are called, can also be spent to do a super move instead.
Choose wisely.
It has been a while since our last post. Sorry about that. Here is a combo video showing off some of the changes that were made to Momo, and to the game in general.
All characters have unique attacks when in the air and on the ground! This can lead to some really cool combos.
Wow! Our first footage of the game being played! And, on top of that, its online play! Very happy with how it is shaping up. There are some things that are still a tad bit sloppy but having online play allows me to finally test the game with other people.
If you don’t know, we are a two man team working on Kerfuffle. I live in the USA while my partner lives in Austria. Prior to online play I rarely got to play with others. This is a god send!
Here is our official Shovel Knight announcement!