Update Ver 0.0.1.6


Large system update, added some brand new mechanics and adjusted some others. My goal was to make the game generally feel more fleshed out, while patching out some things that I thought were a bit excessive, primarily the universal instant crossup overheads that most characters were somewhat capable of doing. Now I believe the game is in a much better state overall.

System Wide Changes
-added the option to not map controllers when starting up. 
-added Counter Hits, now if a character is hit while they are attacking there will be a special effect and the following combo will have increased damage, more hitstun, and less hit gravity. 
-added Clashes, now if 2 strikes or hitgrabs collide without damaging either players a Clash will happen, giving meter to both players and allowing both players to cancel their clashed moves into any move that they have.
-added a visual indicator that shows when a player dashes or air dashes.
-changed all air normals to halt their gravity on startup when cancelled into, thoroughly improving the feel of comboing in the air.
-reduced the hit gravity on normals across the roster to make juggles more doable.
-made all jBs unable to be landing cancelled on startup.
-made all special moves cancellable into blowback.
-gave all characters a new hurtbox for when they're in airborne hit states (ie, launch, wallbounce and ground bounce)
-changed when a character would be able to act after starting a dash from frame 6 to frame 10
-made forward dashes universally unable to stop until frame 10.
-made forward air dashes unable to be cancelled until frame 10.
-revised camera movement to stop pulling characters in from full screen back dashes.
-revised character collisions to function much more cleanly. 

Mothman
-reduced the hit gravity on 5L, 6L, 2L, jL, 5M, 2M, jM, 5H, 2H and jH
-reduced hit gravity on Rampaging Claw (214+XX) to make juggling less difficult.

Flatwoods Monster
-reduced the hit gravity on 5L, 6L, 2L, jL, 5M, 2M, jM, 5H, 2H, 3H and jH
-fixed hurtbox on 2B
-made L/M/H Drilling (646+L/M/H) less safe on block
-reduced the hit gravity on L/M/H Ocular Beam (236+L/M/H)
-reduced the hit gravity on L/M/H Air Ocular Beam (236+L/M/H (in air))
-reduced startup on Maximum Air Ocular Beam (236+XX (in air))
-reduced hit gravity and increased in air launch on Maximum Air Ocular Beam (236+XX (in air))
-increased recovery on Maximum Air Ocular Beam (236+XX (in air))
-reduced hit gravity on Lobotomy Drill (646+XX)

Goatman
-reduced the hit gravity on 5L, 6L, 2L, jL, 5M, 2M, jM, 5H, 2H and jH
-fixed a bug that allowed you to jump cancel Rushing Upper (623+L/M/H) into another Rushing Upper that would be in the air.
-reduced the vertical movement on Medium Arcing Slash (214+M)
-reduced the hit gravity on L/M/H Axe Grinder (236+L/M/H(air ok))
-reduced the hit gravity Extreme Axe Grinder (236+XX(air ok))

If you have any thoughts on the changes through gameplay please feel free to let me know in the comments, on twitter(it will never be X to me), or really any other platform you follow me on! Always love taking feedback :)

Files

BoM.0.0.1.6.rar 37 MB
May 22, 2024

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