52Beatup Pre-Alpha V0.4.2 Patch Notes + DEVLOG
DevLog
With the Launch of the Game happening 2 weeks ago, I have kind of slipped on devlogs as I got occupied! Sorry about that. So far the Reception to 52beatup has been amazing for me! We had a tourney, some shenanigans, Touch of deaths were found, etc. Various people have made videos on 52Beatup, and I Specifically want to shoutout MrMKL and AndreaJens for shouting it out and all the support! Seeing it being covered has been huge for feedback and "initial reactions" for 52beatup and how to better improve that. Thank you to everybody who's been submitting bug reports and giving feedback, it means so much!
Speaking of Improving, while the game has been doing well on the fun side, I've got a ways to go on the technical/bug side! While Its easy to write it off as "It's pre-alpha!" I probs shoulda waited a bit before releasing it, as many hotfixes and bugs had to be ironed out. But hey, thats the fun of it! Fixing bugs is far easier than fixing "fun".
Anyways, this is a small patch, just misc. stuff. Hope you're enjoying the game!
V.0.4.2 Patch Notes
I'm doing various bug fixes and QoL Changes. Nothing Huge. Iron out some weird stuff in the cast as well.
UNIVERSAL
- Added a Training Mode HUD that shows the sprites of attacks that will punish you if you use an attack thats - on block.
- "Character Select" Text on Pause menu has been changed to "Char. Select"
Parry, now that it works properly, is incredibly scary. I'm toning it down slightly because of how many things it can just nullify.
- Parry [Down Heavy / Down Heavy Air]
- Updated Animation
- Ground Parry Detection time Reduced [0-7 -> 0-6]
- High Kick [Forward Light Air]
- Updated Animation
- Air Throw
- Added SFX
- Heavy Air
- Hitstun Reduced [50 -> 25]
- Blockstun Reduced [24 -> 12]
- Bionic Barrage [Super]
- Startup Increased [1-> 3]
- Took a Shower [No Changes]
- Super Freeze Length Increased
BUG FIXES
- Action Retaliate works as intended now.
- Updated Super Stock to have 6 Maximum Stocks, instead bugging out after 3. (I never expected anybody to get more than 3!!)
- Fixed bug where Rare/Legendary Cards Twinkle Effect wouldnt dissapear
- Fixed bug where VFX wouldnt disappear when the round ended.
- Players could be inside of each other in the corner, this has been fixed.
- Menus would carry over if you had pressed a button or not when leaving them, leading to annoying instances when you'd need to "unselect" an option.
- Joypads couldnt Move in the Post-round menu, but could press ACTION. This has been fixed.
- "LifeSteal" no longer overheals
- "Life Draw" Works correctly now.
Get 52Beatup
52Beatup
an Experimental, Deck-Building Fighting Game
Status | In development |
Author | Roeb! |
Genre | Fighting |
Tags | 2D, competitive, Deck Building, Experimental, kusoge, Multiplayer, Pixel Art |
More posts
- The Future of 52BeatupMay 11, 2023
- 52Beatup Pre-Alpha V0.4 Patch NotesJul 10, 2022
- WEEK 3 Devlog!Jun 23, 2022
- WEEK 2 Devlog!Jun 15, 2022
- DEMO FOR A DEMO?Jun 12, 2022
- WEEK 1 Devlog!Jun 07, 2022
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