Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Wixvhen

4
Posts
1
Topics
A member registered Nov 27, 2022

Recent community posts

So yeah. This is sadly as far as I can go. Design and ideas.
Character concept, Fencer.

Pros:
Long melee range with the rapier and movement-heavy attacks.
Quicker than average ground movement.
Attacks potentially move the user within range of the opponent on the ground consistently.
The first super move can allow a counterattack against any melee attack.
Strong second super move.
Multiple/Strong anti-air options while on the ground.
Potentially infinite strikes using poke.

Cons:
Weak air moveset.
No ranged attacks.
Defense during flurries of pokes is significantly bar-reliant.
Weakest knockback/up power of current classes.
Extremely reliant on ground movement.
Dash super uses two bars and stops on contact with the opponent.

Eh. The fencer is more of a focus on sword play and tagging than anything. Also, making the pokes their own attack means you will have to SKILLFULLY predict whether you can tag people, rather than just clicking 'flurry' and seeing if your final strike will land before the opponent recovers. I/E You'll need to measure it out yourself rather than seeing a combo play out, and if you overstep it, that's your misplay. 

This also lets you choose how hard you want to go with the flurry. Maybe you don't even use a finisher and just back out, maybe you poke away into a riposte to catch somebody who thinks your guard is down. Once you begin a combo on cowboy, you're locked into a combo, but it doesn't matter because the only way out is usually a burst or block all the hits since it carries the opponent. This is a bit more freedom of action at the cost of not flinching enemies and lower damage per attack.

The idea is that only certain moves (the touches) have the lack of hit stun/KB. They're part of a combo you would weave into an attack, but only when your opponent is already hit stunned or has significant frame disadvantage against you. Normally this is where you'd go for some fancy/big damage swing, but this is instead where you'd throw in a few touches followed by said attack. Sort of like following a nunchuck with a black whip while your opponent is stunned, only without the advantage of knocking them back further.

(3 edits)

Most of the things I've wondered about having added to Yomi Hustle have bits and pieces in another character (I'm looking at you, Ninja Sway!) But among them was one that sort of surprised me. Fencer.

Fencing is unique in many ways. It's all about that horizontal movement and low-impact high effect tactics. You don't need to rip somebody apart, you need to tag them with your weapon. They're high range high speed, but instead of slicing people in half, you're poking. Instead of upper-cutting somebody into the air, you punch a hole in the thing going into the air. Instead of blocking, they might parry instead, a unique block that lets you immediately counter at the cost of a bar of meter.

For the majority of moves you have to choose between committing to a hard attack that will flinch or manipulate like any other melee, but with wide whiffs or sprinkling in attacks that take up frames to deal damage, but won't ADD to your time between their next attack. This would give the illusion of a combo fighter doing flurry attacks, followed by finishers when timed right, or hard/punished whiffs when timed wrong.


Core Mechanics: (basics, feel free to build it up) (I'll use 12346789 for directions, look at the numpad to see which directions they go in)

Movement: 
Advance Slide Toggle is the core movement method. When turned on, anything that's a non-movement move will move you forward and maintain that momentum. Similar to hover, but on the ground.
Jump: Normal jump mechanics.
Dash and Airdash: Can maintain speed with the slide toggle on on the ground.

Land Attacks:
Lunge (Movement Starter)- Similar to Stinger. 4 and 6 only
Thrust (Basic Medium)- Your typical punch move for a rapier. Covers 46789
Touch (NoKB Low Damage)- A much faster and weaker thrust that deals damage but won't flinch an opponent on contact. 2f for single 3f for double 4f for a triple with 2f wait for finisher. Mechanically it's as though coming out of a cancel, no defense or (most) movement options are available, but you can use attacks, riposte, or back step. Covers 134679
Slap - Slower but hits harder than a normal thrust. Useful for pushing targets back and can be used to anti-air. Covers 689
Swipe - Starts low and swings the blade high raising your opponent (and yourself) into the air for air combos. Does not push very high, and hopefully leads into a combo finisher in skewer. Covers 369
Skewer (Antiair)- A slow wind-up strong attack. Covers 789.

Air Attacks:
Air Lunge - Omnidirection air dash leading with the rapier. Requires both current air options.
Air Dash - Omnidirectional air dash that lets you approach, retreat, or get to the ground faster.
Slap - ^
Touch - ^
Swipe - Swings the rapier across an area similar to a slap, but covers a 120 degree area in front.

Specials:
Riposte - A block that will retaliate next frame. Uses 1 bar.
Fleche - Similar to ninja dash but horizontal. Making contact leads to a cowboy-impale-styled attack with high knockback (or pull in?) Uses 2 bars.


This is all I could could up with off the top of my head. Have fun with it.