Twin Bub - Combat Update!
Twin Bub is getting a movement makeover!
This is the first update since I posted Twin Bub, and my first itch.io devlog ever!
A number have things have changed:
1) The new 3 attack combo has more of a "quick quick slow" style, with 2 weaker & shorter-ranged but fast attacks with a 3rd finishing blow.
2) You can now perform a combat dash between attacks, and you continue your attack combo after you land. (attack - dash- attack 2 - dash - finishing blow). This provides a lot of movement options, but is still still rather unwieldy (I've got some ideas on this).
3) Removed the delay between dashes. The slow landing part of the dash feels like enough of a "cost".
4) Made the gem magnet stronger, so there's less waiting around & missed gem.
5) Added input queuing, so that your attack/dash inputs will be saved for a bit of time, and used when suitable. This makes chain attacks less "skill based click timing" but I noticed users just spam clicked and wouldn't notice they even had a combo they could perform.
6) Added an options menu, where I can provide some feature toggles. For now you can enable/disable input queueing to A/B test.
Next steps:
The combat dash feels roughly the right length for the case where you're attacking an enemy, and want to quickly dash behind them. Any shorter and I feel you would commonly land inside the enemy and take contact damage. But when you to "side-step" with it, it feels gratuitously long, and you end up out of attack range.
To that end I'm toying with the idea of the combat dash having a sort of "lock on" system, where if you combat dash towards an enemy after an attack, they become the "target" for your combat dash and the dash will adjust such that you land you somewhere on a circle around the target.
After that, it's back to work on new enemies. Because this silly rush enemy is just not enough. We need gunners and sword fighters!
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