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4
22 days ago

Finally got around to implementing Sub-Weapons.


The game has finally caught up to Skirmish in terms of combat mechanics. This time, being greatly improved from the original. If you were to compare Skirmish's combat with this Remedy's you would notice a big difference. It actually feels like a fighting game now! Which is something I'm very proud of.

In case you're wondering about how combos in work in this game. It's mainly based around the simple idea of Linking. In short, Linking is a system that's all about timing. It's about connecting action together depending how much frames of advantage you gain after landing them.

No Action can be canceled out of. The only exceptions to this rule are the player's defensive techniques; Both of which double as combo extenders, but even then, they have costs for performing them. At the end of the day, Linking is something that only advanced players could really make use of, so I'm planning for the game to be less combo focused than the previous one.

With player's total move set being complete, I'm about to venture into what could possibly be the most experimental phase of development. From here on out, it's going to be unfamiliar territory for me, so wish me luck.



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Head over to the shop to collect yours 👉 https://gamejolt.com/#shop

#gjbroadcast

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Wishlist the game: https://bit.ly/CritterCove

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