Version 0.6.0


0.6.0

- New system: Sadness

    - As you run away from your opponent, your fighter gets sad. They wish they could be in the heat of battle! If your sadness reaches a certain point, you'll lose all your meter and be unable to gain meter for some time. Sadness also reduces your character's meter gain. Reduce your sadness by landing melee attacks and playing aggressively!

- New system: Same-move hitstun decay

    - Works differently than the previous version that never made it out of unstable. Decay is now tied only to repeated moves in a combo, meaning each time you use a melee attack in a combo, that move's hitstun will decrease by 1 frame, with a minimum of 1/2 the original hitstun. This resets when the combo ends. This should encourage combo variety. Once I'm better at programming this could include projectiles as well.

- Some more prediction errors are fixed

- Throw tech now always moves the characters away from each other.

- Burst is no longer DI-able (burst cancel still is tho)

- Updated modloader

    - Now you can connect to unmodded players if you are only using client-side mods (e.g. sprite swaps, other aesthetic or UI changes)

- reverted some collision detection problems causing players to phase through each other (still happens but under different circumstances usually involving flip)

    - Temporary solution, will be looking into more robust collision resolution

## Cowboy

- Can now quick draw without any bullets as long as you have 1 bar.

- New move: Gun Throw

    - Hits the opponent, then shoots if you have enough bullets. You'll have to pick your gun back up.

- 3 Combo

    - In light of new combo routes discovered into this move, I'm toning it down a bit (and trying to prevent more huge damage loops).

    - 3rd hit hitstun reduced (40f -> 30f)

    - 3rd hit damage reduced (180 -> 160)

    - 3rd hit minimum damage reduced (90 -> 50)

    - 3rd hit DI nudge modifier increased (1.0 -> 1.3)

- Shoot

    - Does more damage if it's at the beginning of a combo (90 -> 150)

- Lasso

    - Ignores armor

- Impale

    - Reduced first hit DI nudge modifier (1.0 -> 0.5)

- Izuna Drop

    - Damage increased (165 -> 190)

- Vert. Slash (aerial)

    - Reduced DI nudge modifier (1.2 -> 1.0)

    - Increased damage (50 -> 70)

- Horiz. Slash (aerial)

    - Reduced DI nudge modifier (1.2 -> 1.0)

    - Increased damage (70 -> 90)

- Lightning Slice

    - Damage increased (90 -> 100)

    - Followup damage increased (40 -> 60)

    - IASA reduced (38f -> 28f)

- Back Slash

    - Sweetspot size increased

    - Sweetspot knocks down

## Wizard

- Still working on orb prediction weirdness sorry

- Fixed not being able to hover/fast fall directly out of hitstun

- Fixed fast fall not falling fast

- New Move: Conjure Weapon

    - Slow forward-moving attack with armor (maybe this is stupid)

- New Move: Orb Tether

    - Moves you toward the orb

- Confusing Touch

    - Removed far hitbox

- Mana Strike

    - IASA increased (13f -> 15f)

- Magic Dart

    - now free cancellable (this is basically just a flavor change)

- Sandstorm

    - Free cancellable again

    - Reduced hitbox range

- Kick

    - IASA reduced (30f -> 24f)

- Icicle (aerial)

    - Hitstun reduced (25f -> 23f)

- Combust

    - Hitstun reduced (25f -> 23f)

- Icicle (ground)

    - Hitstun reduced (25f -> 23f)

- Tome Slap

    - Hitstun reduced (20f ->17f)

## Ninja

- is pretty much the model of balance i am aiming for with the other characters rn. i think he's in a good place, but feel free to tell me i'm wrong

- Some quality-of-life changes.

- Caltrops

    - Now immune to other projectiles

- Substitution

    - Projectile direction is now updated to the direction you're facing (allows flip)

- Release Momentum

    - Momentum is now updated to the direction you're facing (allows flip)

- Kick (grounded)

    - Animation length reduced (21f -> 18f)

- Jump Kick

    - No longer special cancellable

    - This made sense when the move was much harder to hit - now, not so much

    - Damage increased (100 -> 120)

Files

YourOnlyMoveIsHUSTLE.zip 25 MB
Dec 20, 2022

Get Your Only Move Is HUSTLE (Open Beta Version)

Comments

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As a cowboy main please buff other characters so we are all on equal ground

(-2)

YOU MOTHERDUCER YOU ONLY NERFED THE WIZARD THE WIZARD NEEDS TOO MUCH FUCKING SKILL TO EVEN USE AND YOU BUFFED ALL THE OTHER CLASSES NOW THEY JUST STUN ME THE ENTIRE GAME OR SHOOT ME HALF TO DEATH

-I LOVE THIS GAME SO SO MUCH BUT CMON THE NINJA SPECIAL JUST STUN LOCKS YOU FOREVER

i am itch io alt account, kys pls

(+3)

i think cowboy was already the strongest character some of these changes seem to make them even better

[Ninja - bug?] Seems like when you use substitution too much in tandem with Summoned Kunai, they lose their hit-box after a while and can't damage enemies. It might be after they've been guarded, parried or parried at the same time as you do a substitution. Then the kunai ends up just being non-damaging but a way to move around the space.

(+2)

Hey so uh small problem. As a cowboy main... We were OP before this huge buff? Like wizard needs a ton of buffs and PLEASE nerf us! Like we can remove most of our opponents' hp with a single combo, our only limiting factor was our bullets, but now even that is removed (We can use quickdraw without bullets now)

it only lets you use temporal rounds and not regular shots

this game slaps

(1 edit) (+2)

cowboy mains when they get 5000 buffs but wizard is somehow still the problem

(+1)

for those with mods
copy paste your mods folder to the latest

do you make balance changes based on collected data about winrate of each class?

(+1)(-4)

bruh this update added a reason to run from your enemy, and also a punishment for running from them

(+2)

Hows it encourage running from your opponent? As I see it, sadness only really hurts projectile spamming wizards.

A reason to run away?

i mean a reason to run to get your gun back

(+2)(-1)

MORE WIZARD SPELLS LET'S FUCKING GOOOOOOOOOOO

(-1)

you ------>