Version 0.7


VERSION 0.7 (skip to the end for patch notes)

Well, it's finally here, after many months of no updates. Silhouette showdown version 0.6. I wonder at what point I will see the game as complete enough to call it version 1.0. When I originally made this game I never expected people to play it, I just thought it was fun to animate the characters, yet here we are with over 16.000 people having visited the page for this game. I put a message in the game to expect frequent updates after I first updated the game. I then updated it every couple of months with new stages and small balance changes. When I started working on my minor however it all seemed to fall apart. Stuck inside and behind my screen all day it felt like I had completely lost all passion for making games, but when I was distracting myself from work, I kept coming back to this one game. I came back to this game so much that I think I can play it practically perfectly. Who also kept coming back was you all (if people even read these things). I got a positive comment every once in a while and people were wondering what the next content would be and coming up with new ideas, I had people coming back, but I wasn't doing anything to improve the game. After a night of going entirely sleepless and making one of the most stressful deadlines of my life, I finally felt like I got some passion back for making games. I worked on this entire update for 4 days and the game now has so much more replayability. I also finally had time to fix the bugs that were always bugging me whenever I got distracted from work, and I think the game is a much more fun and smooth experience now. Thank you to everyone who played silhouette showdown and a big thank you to everyone that commented or kept coming back. I know it sound cheesy and stupid but it means more to me than you could ever imagine. The update is not as big as I hoped it would be considering the time everyone had to wait, but with the new item mode and quality of life changes the game is more focussed on being replayable right now, which has always been the thing that kept me coming back. I think this update also leaves me with plenty of inspiration for the future (new weapons, new stages, new gamemodes), and seeing as I have an entire holliday ahead of me, I think that future might not be too far. I hope everyone who sees this will have a good time playing the new update. Don't be affraid to share your ideas, feedback or bugs you found in the comments! I love you all <3, here are the patch notes

  1. - Music! 5 Headbopper songs from the amazing SuloSounds. The music depends on the stage but doesn't interupt on stage transitions with the same song. You can also turn it off and put up your own song while still having sound effect by pressing the sound button in the bottomright corner of the main menu.
  2. - Weapons! Turn on items mode before a match and pick up the throwable weapons from the sky. Keep your opponents away with the quick and powerful shurikens! Hit you opponents from afar with the dart arrows, you might even throw a bullseye! Shock your enemies with the stun stones, and follow it up with your powerful attacks!
  3. - Air dodges. Press "parry" in the air to become invincible for a while. You can also slightly change your momentum by holding a direction while airdodging.
  4. - 1 new regular/competetive stage and 1 new wacky stage: the shock arena. The cloud stage should now also be available for browser players.
  5. - Completely new mouse-friendly menu, credits and patch notes.
  6. - READY? button so players can start games with one click.
  7. - Stage select! You can get there during any game by pressing Backspace
  8. - New mouse!
  9. - New visuals for menus and for KO'ing players.
  10. - the game now forcibly runs at 60 frames per second to make hitbox glitches less prevelant. I might change this back if it's too demanding for people with slow computers or browsers.

Balance and move changes:

Damage values were all NERFED to slow down the pace of games slightly.

Jab: damage 3 > 2

Kick: damage 7 > 5, slightly new animation to make it more snappy.

Crouch attack: 2 > unchanged, feet are now placed correctly in the animation.

Dash attack: 1st hitbox damage 8 > 6, 2nd hitbox damage 4 > 3, the attack does not send the user as far as it used to, the move deals more hitstun now to make it less punishable after hitting, hitbox is 3 units smaller horizontally and 1 unit smaller vertically to make it match the animation more accurately.

Air attack: damage 6 > 4 

Dive kick: damage 8 > 6, CPUs will now always land in the same direction if the move hits an opponent.

Uppercut: damage 20 > 14, the move sends the opponent higher now to make it less punishable after hitting, hitbox is lower on the top.

Charged uppercut: damage 38 > 22, the move deals more hitstun now to make it less punishable after hitting.

Parry: Hitbox is now 2 pixels smaller so players can't parry whiffed attacks anymore. The animation is brighter to make it more clear to the players what is happening.

STAGES: All spawn positions have been put further apart, the curtains are closed for a shorter time in the curtain stage.

Bug fixes:

- Getting hit during a dive kick will send players and CPU in a normal trajectory afterwards.

- CPU hitstun is now the same as the player's.

- 3D sounds are now 2D sounds so players with headphones will hear the sounds from both sides.

Files

SilhouetteShowdown0_6HTML.zip 116 MB
Dec 17, 2022
SilhouetteShowdown0_6Windows.zip 125 MB
Dec 17, 2022
SilhouetteShowdown0_6Linux.zip 127 MB
Dec 17, 2022

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