Guilty Gear Fangame Prototype
About
This is meant to end up as an Action Roguelike, but I've only worked on the combat system so far, which is meant to resemble a fighting game (Guilty Gear Xrd to be precise).
It's all still very incomplete and all the visuals (including the character) are placeholder, as I don't want to get into asset production until the programming side of the combat system is complete.
- ↓⭨→ + L / S+L - 'Gunflame' - Projectile.
- ↓⭨→ + M / S+M - 'Bandit Revolver' - Two hit special move. (Ground & Air)
- ↓⭨→ + H / S+H - 'Bandit Bringer' - Ground bounces. ( Air )
- ↓↓ + L / ↓+ S+L - Taunt - Restores 25 meter.
- ↓↓ + M / ↓+S+M - 'Volcanic Viper' - Invulnerable dragon punch. (Ground & Air)
- ↓↓ + H / ↓+S+H - 'Volcanic Viper' - More damaging variant without invulnerability . (Ground & Air)
- Neutral S - Command dash, costs 25 meter.
- L+M+H - 'Cancel' - Let's you cancel out of attacks for 50 meter, has drifting properties (Hold left/right/up/down).
There's a 'Perfect Cancel' variant that is only possible during specific parts of some special moves that only costs 25 meter. - While airborne: →→ or ←← to Airdash.
- Sometimes the landing animation is played twice after being struck by an aerial while very close to the ground.
- The input buffer goes haywire after excessive mashing. Logic to clear the input buffer is not yet implemented, so for now please just reset the level if this happens.