Guilty Gear Fangame Prototype

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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.

Current command list:
  • ↓⭨→ + 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+- 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.
Known bugs:
  • 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.
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NWArtworks
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Last Modified: Nov 7, 2022

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