Our first 100% completed stage in Kerfuffle. A rainy Asian market here on earth. Aliens and humans alike frequent these late night stalls to satisfy their desires for exotic alien cuisine, classic arcades, and various shady dealings.
The Showmaster recently struck a deal with the local gang leaders to allow Kerfuffle competitors to do battle in the streets.
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.
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.
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.
We have been working on in-game notifications for certain actions, such as a player being KO’d or scoring a counter hit. These effects pop up above whatever character is affected.