A tremendous thank you to everyone who came and checked out Dash Blitz at
PAX AUS - it was so much fun seeing everyone enjoying themselves, and I valued all the great feedback.
PAX has wrapped up just in time for a new sale! It's 25% off now and cheaper than ever, so I hope you take a look!
v0.6 is next in line, and with it, two new fighters. We'll figure out who makes the cut soon, in the usual way - just follow X-Joy Games on
Twitter to find out who's up for the vote and have your say!
On top of that, I want to spend the time between now and then working on the AI, item mechanics, and the overall quality of animation. The moment-to-moment gameplay and character balance seems to be pretty solid right now, so it's time to roll up my sleeves and get into the presentation.
There's always room for improvements, though, so without further ado - here's all the quick fixes implemented after PAX!
General Fixes
- Fixed an issue where Race Mode (Hustle Harbour) couldn't be selected with 4 players. Now you can race to your heart's content.
- Finally identified and fixed a long-standing issue where player characters would keep flying upwards when defeated.
- Fixed an issue where the camera would continue to follow defeated players even as they fell out of bounds.
- Fixed a bug where KO'd fighters would keep blocking attacks in free-for-alls.
- Added missing collision detection in Onslaught Mode, which should prevent characters from knocking each other out of bounds.
- Collision detection has been improved all-around for all characters and shots. This is a work-in-progress, so please report any issues you have.
General Improvements
- Tweaked the data on most of the shots in the game, mostly to make them more capable. More launch force, more hitstun, etc.
- Uncharged Shots now have more launch capability when used to interrupt targets. More potent shots now carry more weight to them too, making it easier for them to bowl over weaker attacks.
- Multi-hit attacks (eg. Sherpa's Full Charge Shot, Percival's Standing Swing) are no longer escapable mid-attack, making them much safer attacks and more dangerous moves.
- Attacking out of a Blitz or superarmour state now leaves you with a little bit of time left, just enough to make sure you're safe to attack.
- Projectiles that pass through targets no longer multi-hit shields, reinforcing that shield beats shot.
- Increased volume on Dash Finale theme. It was just a bit harder to make out than the rest of the game music.
- Added elevators to the stage select in the Lobby, which should make things a bit easier to navigate. Current feedback indicates that the Lobby is considerably less popular than the Quick Lobby (accessible from the Settings menu), and no amount of redesigning will get around that. I've taken it on board and will be looking into replacing the Lobby, such that a system like the Quick Lobby takes precedence, but that's for a future update.
Characters
#1
- Made reflecting low-power shots more effective, improving their weight and force.
- Improved hitstun on standing forward-throw.
Edge
- Improved hitstun on standing forward-throw.
- Substantially decreased power of kunai. Edge was getting away with far too much damage with his new rapid-fire mechanics. He should deal roughly half the DPS he had before, which is still pretty solid.
Nomad
- Nomad's Full Charge Shot now behaves even more like a player, re-appearing on-stage and flashing when struck.
Arrhic
- Standardised Cling Swing so it doesn't leap too high.
- Arrhic's grabs now only defy gravity once per jump. No more Space Invader, old pal.
- Adjusted grappling animations so that Arrhic's throws deal damage more often, if not all the time.
- Canceling grabs now removes Arrhic's gravity-defiance, allowing him to jump like normal.
- It should now be possible to escape Arrhic's throws with some quick thinking, just like any other throw.
Rondo
- Improved hitstun on standing forward-throw and aerial down-throw.
- Rondo can now parry explosive shots without suffering the explosion himself.
- Parrying an Uncharged Shot now gives Rondo a Full-Charged Shot. Parrying wasn't keeping up with other character's options as the game progressed, so it felt necessary to revisit the mechanics of it and make it seem more worthwhile.
Manny
- Substantially increased launch force on Uncharged Shot and Mid-Charge Shot, mostly to keep people from being trapped by grenades. The grenade itself now bounces much more, too.
Kero
- Substantially increased launch force on all bubble-shots.
Percival
- Buffed up damage and launch force of standing down-throw.
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[*]Improved hitstun on standing forward-throw.
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