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Delayed Casualty

A swordfighting game with simple but unique mechanics.

There are no combos to memorize.
There are no meters.
You don't have to face the other player, except in the sense that you're dueling.

You can attack and parry.
One hit kills.
But who dies?

If you fail to either block or attack back, naturally you die.

But if both players connect and attack in a clash, one will win based on...

  1. Timing: you want to hit as soon as your opponent comes within your swing radius.
  2. Angle: you want to be higher up than your opponent.
  3. Speed: you want to be moving faster than your opponent.

Controls

Currently the controls are hard-coded but I have plans for a library for input configuration with UI and such.

Action Player 1 Player 2 Player 2 (Gamepad)
Left Left D / L D-pad left / left analog stick left
Right Right A / J D-pad right / left analog stick right
Jump Up W / I / Space Some face button
Descend Down S / K D-pad down
Attack . G R1 / R2 / Some face button
Block / H L1 / L2 / Some face button
Genuflect Shift / Z Ctrl Some face button

Wall movement:

  • Press away from the wall to do a long jump
  • Press up to do a high jump (still kicking away from the wall)
  • Press up and away to jump up and away more
  • Hold up and towards the wall to wall-climb
  • Hold down to fall downwards

Air movement:

  • Continue holding up after jumping to jump higher
  • More generally, hold up to reduce your gravity
  • You can move adjust your horizontal velocity somewhat too
  • TODO: Press down to reduce horizontal velocity towards zero to land on platforms easier