Update v0.0.1
GU Fighters Open Playtest » Devlog

This is the first update for the playtest. It's mostly an update to fix base functionality and bugs, more content updates are still planned.
- All skills have had their rarity set to uncommon (from common). This increases the chance of more basic cards such as double jump and cancel appearing.
- Modified the card selection algorithm to be more accurate to rarity (it previously prioritized common cards more than expected)
- Default health has been increased from 3 to 4
- This allows players to survive a default heavy, then a default light attack
- This also allows players to survive powerful 3-damage heavy attacks
- More types of cards with increased health options are planned to be added to give players more opportunities to increase health
- Added version indicator in main menu
- Overall knockback and stun time has been decreased for all heavy attacks
- Movement speed in air has been increased
- Blast/death zone has had its size increased for all stages
- The above changes should make it easier to recover when hit by heavy attacks farther from the center of the stage
- Walking speed has been slightly increased. This does not affect sprint speed
- Snow stage has been updated with a taller wall, allowing players to recover by wall jumping
- Fixed fireball chain not costing additional meter
- Modified meter gain system, you now gain meter from any forward movement, the amount of meter is calculated based on speed of movement and if you are facing a player
- Player details now show the specific amount of meter a player has
- Added passive that increases meter gain
- Added passive that increases max meter
- Added passive that increases default meter at start of round
- Increased recovery length for the default heavy attack
- This increases the risk of using the attack, as it is easier to whiff punish
- Added purchasable upgrade for dunk, allowing it to be used in mid-air
- Tutorial updated to mention basic movement
- # of available airdodges is now dependent on # of available jumps
- Airdodges use up a jump
- You can still airdodge if you haven't unlocked double jump yet
- Added directional airdodge
- You can now airdodge onto a wall, cancelling the airdodge
- Will drain 10 meter
- This does not happen if you don't have 10 meter, you will instead finish the airdodge animation before clinging to the wall
- This can be a strong movement option if you have multiple jumps available and are on the wall, which is the reason for the meter cost
- Added an indicator for iframes, for now only visible upon using airdodge
- AI has been tweaked to fall off less when near ledges
- AI attacks and stalls less when in a pit, focusing on recovery
- AI tries to jump over pits when targeting a player
- AI is still being tweaked/updated, this is not final
- In the roguelike mode, shop locations (passive, skill, shop, and upgrade locations) will not be placed consecutively
- This lowers the chance of a player spending all their EXP at a shop then being out of EXP at the next location, making it useless
- UI selection/deselection has been tied to the inputs for light/heavy
- Space/enter/escape no longer work when selecting/deselecting in the menu unless they have been added to light/heavy
- Removed default camera smoothing
- On low FPS, this resulted in abnormal screen shake
- The game now slows down on low FPS as expected
Thank you for playing the game!
Get GU Fighters Open Playtest
GU Fighters Open Playtest
An action PvE/PvP roguelike platform fighter where you unlock and upgrade new abilities each round!
Status | In development |
Author | instantdevx |
Genre | Fighting, Action, Platformer |
Tags | 2D, Anime, Beat 'em up, Fantasy, Indie, Pixel Art, PvP, Roguelike |
Languages | English |
More posts
- Update v0.0.552 days ago
- Update v0.0.471 days ago
- Update v0.0.3Dec 17, 2024
- Update v0.0.2Dec 15, 2024
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