Momentous JAM!
Instruction:
You will start at the introduction. Once the sign animation ends or you press "esc," you will be able to start playing.
Clicking "Play" will bring you to the character select screen where you will use WASD to move the puck over the character you want and then pressing spacebar to select the character.
After selection is complete, the game will bring you to the “Vs” screen where you will be able to fight a primitive AI opponent. Your options for fighting are as follows:
- Beginner:
- Move left and right with “a” and “d”
- Jump with spacebar
- Attack from the ground with “i", “o”, or “p”
- Attack from the air with “i", “o”, or “p” for a different set of attacks
- Move left and right with “a” and “d”
- Intermediate:
- You can air-dash while airborne by holding a direction and pressing “LShift”
- You can press “s” while airborne to fall faster.
- You can air-dash while airborne by holding a direction and pressing “LShift”
- Advanced:
- Air dashing cancels lag and can shift your hitboxes mid-swing
- You have two movement options after going airborne. These options can be split into either an air-dash and a double jump or two double-jumps or two air-dashes
- Air dashing cancels lag and can shift your hitboxes mid-swing
If you need a visual diagram of controller inputs, please press help/options button on the right. While dev-mode is on, you will flash yellowish when in lag and blue when you are in hitlag. The game is currently a BO5. When someone’s health reaches zero, the round will end and start a new one. After a player has won three times, the game will end. If you have any suggestions, let me know in the comments. Thanks!
Known Bugs:
- Quit buttons don't work in HTML5
- The FPS goes above 60 FPS in HTML5
- If the controller isn't working in vs mode, unplug the controller, replug it, and then click help/options and reset.
- Pressing help/options while the announcer is counting down can lead to issues.
Introduction
Momentous is a 2D fighting game built on the idea of fusing the best parts of traditional fighting games and platform fighters. The combat focuses heavily on movement, both in air and on land, and skill expression in performing freeform knockback-based strings and evading the opponent’s attacks all while building and maintaining momentum.
Mission Statement
Momentous will be easy to get into, but hard to master. The game encourages and rewards skill expression and creativity in movement of the character. The game will be playable through keyboard or controller on PC through Itch.io or download through my GitHub: https://github.com/LeopoldFrilot/ProjectPortfolio
Overview of Gameplay
As mentioned above, Momentous is designed to be a hybrid of the traditional 2D fighting game and the platform fighting game genres. Initially, in the early stages, the game will be completely free on itch.io. Once the game becomes more robust, it will move to Steam and will be Free-to-play with purchasable cosmetic options. The game features a Jazz Club theme. The animations will give players the impression that the movement is fluid, lively, and free, but the attacks and interactions are heavy and impactful. The SFX will mirror this sentiment.
Mechanics: Movement
Grounded: Players will be able to move left, right, and duck using the DPad. Pressing the up button alone will cause the player to jump. There will be two heights of the initial jump. One will be a shorthop which happens when you tap the jump button, the other will be a fullhop which happens when you hold the up button. Grounded dashes have a certain amount of lag, as does landing depending on your speed. Currently crawling (moving while ducking) is not allowed. Players will auto-turn on the ground.
Aerial: Players will be able to manipulate aerial drift based on the character’s attributes. Players will be able to force themselves to fall, increasing their speed towards the ground. Players will not auto-turn midair. Players in the air will have two aerial movement actions available before reaching the ground. The three options to choose from are Double-jumping, Air-dashing, and Air-dodging. All three have their benefits and weaknesses. Double-jump height is predetermined based on the character attributes. A click of the right shoulder button along with a direction while airborne will result in an aerial dash. Air-dashing distance is heavily reliant on the player’s current momentum. Air-dashing is only horizontal. Air-Dodging has yet to be implement
Credits:
- The backgrounds were from the "Nature - 16 backgrounds" pack created by Jakub Varga which is submitted on the Unity Asset Store.
- The background Jazz pieces in the intro and CSS respectively are "Big Band" and "Jam" by SOUND ART Channel posted on YouTube for free use
- The background Jazz piece on the battlefield is "Flippers" by Richar Cuello.
- The announcer and Sax transition sounds were bought from Kenny Assets Pack 1
Visual Log
Week 8
Week 7
Week6
Week5
Week4
Week 3
Week 2
Week 1
Status | In development |
Platforms | HTML5 |
Author | Coach_Butters |
Genre | Fighting |
Made with | Unity |
Average session | A few seconds |
Inputs | Keyboard, Playstation controller |
Download
Click download now to get access to the following files:
Development log
- Pre-launchJul 24, 2020
- Fighting Games Need OpponentsJul 17, 2020
- Approahing a MilestoneJul 11, 2020
- Slaying the Doubt DemonsJul 04, 2020
- Making it My OwnJun 26, 2020
- Finding a ThemeJun 19, 2020
- Organization and ClarityJun 12, 2020
- Initiating Sequence...Jun 05, 2020
Comments
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This is INSANE!!
Took me an hour to beat it. LMAO.
YO this is awesome!!!!!!! :D