Indie Game Battle

Indie Game Battle 2.0

Version
2.0
Version Date
Dec. 30, 2016
Links

Patch Notes

Info about v2.0

Hey everyone!

This is just a small update I wanted to write, as I've actually been working a bit on IGB again. Just gonna say a little bit about how v2.0 changes the game, as there's quite a few changes to the overall gameplay.

First off, gravity and fall speeds are a lot higher than before. We have seen complaints that the game was floaty and we decided to take it to heart!
So, all characters now have a higher maximum fallspeed than before, and they also have higher gravity. This means that the max fallspeed they can reach is obviously higher, and the stronger gravity means all characters will reach the max speed faster as well.
A notable effect of this is that some recovery moves (up specials) are a bit weaker than before due to the higher gravity. We'll rebalance anything that is needed, but slightly weaker recovery moves is also part of the plan with this. We'll just rebalance it a bit if anything turns out to become a bit too weak.

We've also added something called jumpsquats. This is basically a very quick animation before a jump, where the character sort of gets ready for the jump. Think of it as crouching for a brief moment before jumping.
There are some new techniques you can do with this actually… With all that said though, jumpsquats do delay your jump a little bit, so jumping isn't instant anymore. However, it is only for roughly 3 frames (0.05 seconds), so you won't feel much difference with speed.
The main idea with jumpsquats is more controlled shorthops, but also that it gives the movement a bit more weight to it.

I've also changed airdodging a bit, so it has a bit less invincibility frames than before. Directional airdodge (wave) is also much stronger than before. Not much more distance, but it does have a lot more speed to it, so you can use it better to wavedash and such, but also to move in the air in general. We do intend Wave airdodging to be part of competitive play for the game, so it opens up a lot of possibilities if you can use it correctly.

Knockback growth is also higher than before. So a lot of moves may kill earlier than before, and characters will fly faster when launched.
And on the topic of hits, a lot of effects have been tweaked a bit. There is now less screenshake when moves hit. This is so the effect can be more subtle, and not so disruptive. As we don't want too much screenshake, as it may confuse players and make it hard to see what's going on.

Lastly, air acceleration is a bit reduced. You can still swap direction in the air pretty quickly, and airspeed isn't any lower, but it accelerates a tiny bit slower so that you can't swap directions as easy (even if it's still easy).

V2.0 is also going to add new characters and possible more as well, so this stuff is just a bit of what else is being done. We're currently testing a lot of this new stuff. We may record gameplay as well, so stay tuned!

-Felix