Version 0.8


VERSION 0.8 - PART 1


CONTEXT

Welcome to version 0.8 - part 1.

Yes, I split this update up into 2 parts. I made a lot of additions to the gameplay that I think make the game more fun, such as faster movement and new particles. Then I started working on a new gamemode, which I will keep a secret for now, but the development took longer than expected and I just want the new version to be playable already. The new gamemode will be playable in the next version of Silhouette Showdown.

I also changed the message at the start to something more positive. At the time of getting review bombed, I felt upset about it, and I wasn't sure how to react, this is just my passion project after all, so I made the message at the start. Right now, seeing that message whenever I play the game, it just makes me think back at a not-so-fun moment, which isn't what I want. Remember that if you don't like changes to the game, you can always find the older versions of the game at the Silhouette Showdown Archive. I try to be open with my communication, and if you are respectful, I will always consider implementing your feedback in the next version of the game.

NEW CONTENT & ADDITIONS

1. - 2 New stages. Battle it out on the Infinite Plains, a stage with no walls that loops the player's movements. Dodge the spikes on the Spike Floor Stage, a stage suggested by @Gamering239.
2. - New gamemode: Sudden Death! Walls approach the players from both sides and you'll need to hurry before your opponent knocks you into the walls. This gamemode was mainly designed for 2 human opponents.
3. - New attack: Phantom fist! hold the attack button for one full second and unleash it for a powerful punch.
4. - New Defensive option: Rolling! This move can dodge all attacks and moves you forward.
5. - Players can run now while holding a button, instead of double tapping. CAPS LOCK or N for player 1, "/", INS 0 or ".DEL" for player 2.
6. - New GUIDE page, the guides are more in-depth now.
7. - The Silhouette Showdown Archives have been added about a month ago, There is now a link to the page in-game.
8. - Improvements to the Main Menu's UI.

VISUAL IMPROVEMENTS

1. - New explosion visuals for hitting your opponents!
2. - Camera freeze frames are back from previous versions, to make your moves feel more impactful. They are only applied to moves that are usually used to finish a combo, such as the kick or the uppercut, this way they don't mess up your combo timing.
3. - New healthbars.
4. - Dust effects for when you're jumping and running around.
5. - Added a confetti effect to collecting items.
6. - Icons for stage select now look more consistent with the rest of the game's style.
7. - Electricity effect now has color.
8. - The "KO" at the end of a match has a new animation
9. - An FPS counter can now be found at the main menu

BALANCE

Balancing was done just by me and the suggestions from the comments. My goal for this patch was to make the attacks more accurate to the animations and to make the movement feel more responsive. Leave your suggestions on how you think the game would be more balanced.

Matches against CPUs probably take a bit longer than before due to the AI improvements. I might make attacks stronger in a quick update if this bothers people too much.

1. - Characters now run faster
2. - Characters now brake faster
3. - Fast falling now gives the player more initial downwards speed
4. - The uppercut attack and charged uppercut attack now have some full invincibility (3 frames) at the start of the animation.
5. - The divekick attack now has a faster startup (15 frames > 12 frames). Hitstun is adjusted to this.
6. - Saw-blades now deal less hitstun to prevent an infinite combo on the double saw-blade stage.
7. - The hitbox for dash attack is lower to make it less good for catching landing opponents and to make it more accurate to the animation.
8. - Made the hitbox for "air-kick" thinner and cover less of the inner body
9. - The kick hitbox is active for a slightly longer time now to make it more useful for stopping approaches, but it has been moved down slightly to be more accurate to the animation
10. - Directional airdodges now move further

BUG FIXES AND OPTIMISATIONS 

1. - Players can't instantly accelerate in the air anymore without air momentum.
2. - Fixed a visual bug where players would play the "throw item" animation for a split second upon starting the match.
3. - Fixed a visual bug related to the player's held item at the start of the match.
4. - Several bug fixes regarding the CPUs AI.
5. - Fixed several values where Player and CPU differed.
6. - Optimised some code to make the experience smoother.

CPU AI IMPROVEMENTS

1. - Higher level CPUs are more likely to attack now at close ranges.
2. - CPUs now have a better understanding of distance and won't whiff close-distance moves as often.
3. - When not attacking, CPUs will attempt to jump back to the stage if they're stuck in a dangerous place, such as in the fish-lake, or above spikes.
4. - level 4 CPUs can now charge their uppercut during other moves or when crouching, so they might end their combos or punish after a parry with a charged uppercut now.
5. - Small bug fixes.

Enjoy the new update of Silhouette Showdown!

Files

SilhouetteShowdown080_HTML.zip Play in browser
Feb 16, 2023
SilhouetteShowdown080_Linux.zip 127 MB
Feb 16, 2023
SilhouetteShowdown080_Windows.zip 126 MB
Feb 16, 2023

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Comments

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Pls add more items and a 4 player mode.

(1 edit) (+1)

so uh, i figured out you can jump while doing the roll attack somehow, it needed me to do a really precise thing but its really cool

I just figured out how to do that a second ago and adding it as an official attack would be really cool!