Dash Blitz

Dash Blitz 0.5

Version
0.5
Version Date
Oct. 18, 2018
Links

Patch Notes

v0.5 - Let's Get Ready To Blitz


It's finally here, Dash Blitz v0.5! With this, Dash Blitz is bigger and better than ever, with 12 of its 20 promised fighters playable across 11 stages! Just in time for PAX AUS - we'll be at stall 32 in the PAX Rising section, if you're in the area feel free to come play some rounds!

Dash Blitz is currently available for $4.99 USD. But as development progresses and the game improves, that price point is subject to change. In the interests of transparency, I'd like to announce ahead of time that effective January 2019, Dash Blitz will be increasing its price to $9.99 USD. Barring any drastic unplanned improvements (e.g. online multiplayer), this price should last up to and beyond the full release of v1.0.
Anyway, until 2019, we'll be moving ahead with the current price point, so if you've been on the fence, you've still got time to make a decision.

With that out of the way, we've got a lot of ground to cover, so let's get into it!

New Content


  • Nomad, the teleporting ally of justice, is here! Although he can't dash, his one-of-a-kind teleporting augments allow him to jump around the battlefield in a flash. In between that and his jury-rigged explosives, Nomad's one of the trickiest fighters to enter the ring.
  • Arrhic, the strongest man alive, steps onto the world stage! Years ago, Arrhic was a national champion and a global sensation. Arrhic holds barely any augments, relying on his own strength - whether he's hurling javelins or victims. Nobody wrestles like Arrhic. He rushes into the fray when he grabs, then hoists his target up overhead and carries them as he pleases.
  • You can now fight atop the Metro City Skyline, Nomad's stomping ground, and inside The Old Collosseum, Arrhic's home arena! These stages are huge, but simple.
  • I̵̟̩̿̅̕ ̴̣̲̑h̶̡͉̑̓̄o̵̥̮͆̒p̷̜̾͋ȩ̴͍͒ ̵̯̽̄I̵͉̱͋͆͐'̶̬̣̚m̴̬̐ ̸̮͍̈́͒ṉ̴̫̜̑̐̒o̶̡̦̻̎̎ṱ̶͔͒͆͝ ̶͎̑f̵̨̭̫́o̶̹͚͗r̴͚͕̮̎̇̚g̵̨̰̹̏ḙ̶̿̀t̷̝̹̩̄́͂ṭ̶̺̐i̷͔̓ͅn̷̟̞̤̐̀g̴̺͎̿̆̋ ̴͎̖̓s̸͖̣̀͐ơ̶̟̺̓m̴̭͉̟͛ḙ̵̈̃͜͝ț̵͗̈h̸̟͌í̶̹̤ǹ̵̩̦̮̏g̷̪͓̟̋ğ̸̗̓g̷̻̏̚g̵̭͙̑͐ͅg̸̫̙͒̈́g̷̛̰ ̴̖̈́̈I̴̡̎̏͠ ̴̣̱̯̈̑A̸͍̰͉̾M̴͙̏͜ ̵̩̑̾̀T̷̩̐͑̿H̷̝̽̆Ĕ̷̱̝̑ ̴̮͎͕̎͘N̷̟͑̑̀ͅU̵̡̬͎̍̃M̵͉̫̿B̸̯̟̠̓E̶̻̹̟̒R̵͚̅ ̵̳͊O̵̡͇͕͛͂͂N̴͔̎̕E̷̦͆ ̸͈͇̇͆̓x̴̪͕̙͒̽Ẍ̵̡͔́́x̸̮̣̏_̷̰̻̲͐̊́s̷͓̹̑̒w̴͙̻͑J̶̢̬̽͂Ụ̸͉͍̑̆̚j̷̧̼̊ų̵̑͠U̸̩͆̚͝P̶̗̋̍͠ḓ̴̡͆w̶̡̖̋͜n̷̢̖̓̃͝Ŝ̸̯͒ͅW̴̜̝̕_̷̢̼̐x̶̙̰̌͌X̷̟̀͂̕x̸̥͔͔̐͆͑ [url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32255139/58d16eba601de33c3ae5817083afd0e7ce0d0e01.png][img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32255139/10d3e5a73ffa644c0ed02969a8230515443aa69c.png[/img][/url] S̴̯̘̪̻̳̩͙͍͐͑͌́̎̈́͌̋ͅò̵̤̳̺͑̒̑͛̍̿͝m̵̓̇͒͒͛́͌͑ͅę̶͚̻̪̙̗̇͆͊͋̌́̾̍ţ̵̡̢̪͓͉̦̘̭̏̉̌̅̏͋͝͝h̸̡͚̥̫̭͈͚̎̿̅̋̓̋̔ị̷͖̝̤̮̼́̐͌̾̚͘͜͠ͅn̶̹͉̥̄̇͑̉̇͘g̶̜̩̜̭̲͛̋̓̾̒̿'̵͔͌̈́̆̓s̴̘̠̪̼̠̗̿̓͑́͑̃̍ ̶̛̦̲͔̺̟̹͒̀͐͝ņ̵̜̠͔̖͆̿̔̌̈̓͘̕̕o̵̢̙̟̤͎̥̤̮͋̄̇͐̒̒ͅt̴͙̣̒̆̽͝ ̷̡̉ř̷̭̻̼͚̼̞͈̝͊́͒͒̀͝i̵̢̡͍͉͕͙̞͍̙͆͠͠͝g̸̛͚͕̓̎̿͒̊̈́h̴̨̼͎̰̥̋̓̆͘t̵̰̓̔̆̽̋̇̐̔

General Improvements


  • Tweaked a number of sound effects - most notably, charging up now produces the occasional sound of sparking electricity, which should be much easier on the ears.
  • Improved camera movements to be faster and snappier. It should keep up with the fastest attacks now.
  • Attacks will no longer multi-hit unless specifically designed to. This should bring some attacks back to expected damage levels, and for some fighters, will make sweetspots much more important.
  • Some characters' Run Swings will now deal more damage out of a sprint. This is most noticeable with Bluster's shoulder-barge.
  • Rolling projectiles, like Puffin's Full-Charge Shot, now change their damage and launch trajectories depending on their current state.
  • Modified explosive hitboxes to be more accurate and satisfying.
  • Tweaked a number of grabs to be more useful and overall more satisfying.
  • The Snowconer item now features some different projectiles, helping it stand out next to Puffin.
  • DTS have moved the fighters in to a much cleaner lobby, better suited to their needs. Much less wasted space. I hope you enjoy navigating the lobby!
  • The Quick Lobby has been improved, too! Now a label follows your cursor, and the space behind your character details their abilities.
  • If you leave the game unattended, there's now a prompt to pick up a controller and start playing. After about a minute of waiting, a fight between AI will begin, which you can interrupt at any point. Admittedly, this is more exciting for convention appearances than for actual gameplay.

Fixes


  • Fixed a bug where shooting animations would sometimes play incorrectly when a melee item was equipped.

Stages


  • A number of stages got a facelift - nothing mechanical, but these should be more visually interesting now.
  • The barriers on Dash Finale now automatically destroy any projectiles caught flying through them - making it a much safer venue for all bystanders. It's much more dangerous inside now, though, with explosives triggering as soon as they hit the wall!
  • Increased the amount of space available overhead in Titan Diamond.
  • Everlanche Climb has had an extra space carved out, connecting the upper and lower caverns.
  • Metro Sewers and Cold Edge Rig now feature Edge's and Manny's themes, respectively.

Characters


#1


  • #1 can now change the direction he's facing while he winds up to bat.

Edge


  • Edge no longer charges up, at all. Instead, holding in Shoot causes him to throw a steady stream of kunai. To replace his scattershot, Edge throws three at a time in a tight fan formation.
  • Improved the swing arc of Jump Swing, and increased its damage potential.
  • Edge's default KO animation has been replaced with a sneaky ninja get-away.

Bluster


  • Fixed a bug where active slipstreams would start generating a wind tunnel as soon as a slot was free, so Bluster would accidentally pass wind a lot.
  • Bluster can now only have one wind tunnel active at a time. As nature intended.

Rondo


  • Nothing's actually changed here, but Rondo was feeling left out.

Valerie


  • Improved the radius of Jump Swing and increased damage potential.

Manny


  • Reduced the damage potential of detonated mines to compensate for their new effectiveness.
  • Improved the explosive effect of Manny's Mid-Charged Shot.
  • Swapped Manny's animations around a little bit, so his sprinting is more bestial and his running more humanoid.

Sherpa


  • Sherpa didn't get any buffs either, but you don't hear him complaining.

Puffin


  • Replaced Puffin's Mid-Charged Shot with a snowflake which scatters ice beneath it as it flies.
  • Puffin now pops when defeated. It obviously doesn't help her very much, but it can hurt the attacker, so be careful in free-for-alls!

Kero


  • Fixed a bug where the player could move independently of Standing Swing.

Percival


  • Added some audio-visual feedback to Percival's Standing Swing to indicate when it's charged.