Hey SRK,
My name is Willpower and for the past 9 months or so I've been programming and developing a fighting game called Double Tap. At the moment it's still in the very early stages (characters are just temporary), but I'd like to get some hands on the engine and gameplay mechanics to get some feedback.
A bit about the game:
It started as a project to get some Unity experience under my belt, but I ended up having so much fun that I decided to work on it full time. The engine is pretty similar to the SF4 engine and should feel kind of familiar (plinking, kara cancelling, special cancels, light chain cancels, throws, 6 buttons, hold back to block), but I'm aiming for it to be more combo oriented and with a faster pace. I want it to play kind of like SFxT but with simpler and more intuitive mechanics (and just 1v1). The characters right now are just temporary so that I can build the engine and make sure everything works, so they aren't exactly pretty but they get the job done. Some moves don't have animations so it's best to leave the hit boxes turned on. My goals right now are the keep implementing features until I'm satisfied enough to put it on kickstarter and get some artists, then crank out some actual characters.
Where it's at right now:
- It's pretty much a training room right now, I've spent most of my time working on the gameplay mechanics so I haven't worried about getting matches or anything like that in.
- It's very link heavy, like SF4, but at the moment kind of easier and lots of things link.
- The character's normal moves are similar to SF4 Ryu's as far as animation and usage goes, but frame data and advantages have all been messed with quite a bit.
- 4 Fireballs (QCF -> Jab, Strong, Fierce, Roundhouse)
- 3 Uppercuts (SRK -> Jab, Strong, Fierce)
- 3 Drills (QCB -> Jab, Strong, Fierce)
- 1 Scissor Kick (Charge B->F, Short)
- Short Hop (Dash forward and immediately hold up forward or up)
- Dive kick (Down or Down + Forward, Forward)
- Momentum mechanic:
- Land 4 medium/heavy/specials without being hit by any (or block) and get access to the power cancel (FADC-Like mechanic), use on hit (MP + MK) to cancel the recovery frames and follow up with any normal/special/jump/dash
- Block 3 medium/heavy/specials without attacking and get access to the parry (Gouken-like absorb mechanic)
use while neutral (MP + MK) to absorb a hit and punish immediately.
- Once you've acquired the offensive or defensive powerups, you keep them even when hit, but throws remove all momentum charges.
- Landing a jump attack allows you to follow it up with another one shortly after, useful for air juggles and mix ups.
- After landing the first attack, the follow up state will reorient towards the enemy (useful for crossing up)
- Some of the heavy attacks have some unique modifiers:
- Far Standing Roundhouse - meaty frames have different frame advantage and can be dash / short hop cancelled.
- Crouch Fierce - meaty frames have different frame advantage.
- Close Standing Roundhouse - first hit launches and second hit slams, power cancel the first hit to follow up on the juggle.
Anyway yeah, check out the link at the bottom if you'd like to try it out. I eventually plan on selling it on Steam for like $5-$10 or something, but until then I want to distribute it for free so that people can play it. I'm a huge stickler for gameplay feel, and my main goals with this game are to make something that I consider to be a well polished and fun game, and hope that others like it as well.
Any feedback is greatly appreciated, fighting games have a lot of little nuances that are hard to pin down and may not be easily noticeable, so if you see anything that feels off, let me know!
Notes:
- Only sticks I know it works with are TEs, my eightarc doesn't work correctly and I haven't fixed it yet. Same with xbox controllers.
- No sound / music yet.
Follow me on twitter: @DTWillpower
I don't really update this yet but I will start doing so soon.
Download:
Double Tap (PC)
Screenshots: