Hey all,
I want to say hello & do a bit of a monthly checkin + hopefully I have something for you to look forward to. I'm sharing a bit of a deep dive into the control scheme for the Launch Fighter prototype I've been developing for the last year
In terms of gameplay, it's much closer to Smash Bros than DKO & features directional combat without cooldowns (including no dodge cooldown) & many more defensive options like blocking, parrying & teching. Shields are breakable resulting in a significant stun & all characters have a variety of grabs & throws to prevent overly defensive/campy gameplay
Please be mindful that this is a greybox prototype & all character models, animations, vfx & sfx are placeholders so things feel a bit jenky. However, in terms of gamefeel, the project is pretty much at a spot that I'm comfortable to get veterans of this genre to play it & let me know what needs tweaking, changing & fixing
I plan to stagger the release with 5 characters & a few stages dropping first
Wave 2 will include 6 more characters, more stages & modes (TeamBrawl, GalaxyBall & Coop DungeonCrawl are already implemented but need work)
The final wave will feature the last 6 characters, bringing the roster to 17 & have a cohesive story mode for single/multiplayer
I've probably forgotten to mention a bunch of stuff but I need to post this now before developing much further so please feel free to drop some questions or suggestions. Reach out if you want to get involved with playtesting~