version 22. many bugfixes and adjustments.
flickshot hyper combat » Devlog
flickshot version 22 brings several adjustments and bugfixes.
bugfixes.
- unity input system no longer crashes when 3 or more controllers are connected.
- the player is no longer permanantly stuck in the parry state after winning a round with a parry tackle.
- the end-of-round screen displays at the proper speed after winning a round with a parry tackle.
- players can no longer take damage after the round ends, so rounds can no longer end in a draw.
adjustments.
- added a maximum speed limit to the player. good luck hitting it though.
- charge shots can now be reflected via parries up to 4 times before dissipating.
- parry visual effect adjusted for better visibility, particle size increased.
- added a dedicated parry button (east face button) for easier parries.
- maximum wallbounce directional influence angle has been increased from 13 to 15 degrees.
- minimum speed required for a tackle has been decreased slightly from 37 to 32.
- swapped the orange and green colors in the power meter. the meter will now be green when there are 2 or more full segments (indicating you are able to parry) while it will be orange when 1 segment is full (indicating you are able to dodge).
- reworked the concept of "ammo" entirely.
- previously, firing shots would cost ammo, which would eventually recharge up to the player's current health. the weight of the player's ship was tied to the player's ammo, so they'd travel faster & further at low health/low ammo. a problem arose where a player would be at 2 or 3 health and only get to fire a couple of times before havintg to wait for the recharge. this felt bad and contributed to a snowball effect where losers lost harder and faster. also, having to pay attention to ammo in a fast-paced game like this is stupid.
- thusly, "ammo" has been reworked to just represent "weight". this means:
- there's no more ammo cost to firing shots.
- the weight recharge rate has been reduced to allow for more player control over their own weight/maneuverability.
- holding down the fire button to charge will now lock the player's current weight.
Files
Version 22 89 MB
8 days ago
Get flickshot hyper combat
flickshot hyper combat
a stylish competitive top-down arena shooter party game
Status | In development |
Author | myles |
Genre | Action |
Tags | Local multiplayer, Multiplayer, party-game, Physics, Pinball, Top down shooter |
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