Last night I had a dream about this game. The idea is a bunch of Obscure AUs in a smash bros like fighting game. There is no lore, just fun. Here are some examples of how the game would play: https://scratch.mit.edu/projects/942407425/ https://scratch.mit.edu/projects/318927435/ There would be a few standard moves almost all of the characters would have, but here are move concepts: Buried Civilization: Technical character, has a lot of attack avoidance abilities and spacing options. He has Two health bars and a short third timed life. His blasters will take longer too fire based on how long the input is held for. his bones are longer ranged and he can also shoot spinning bones with a large attack radius. He can place lurker traps which activate when an opponent walks over it. His melee options are limited in his first health bar, mostly being used to put the enemy back at a distance. His second health bar is a noticeable shift, he is given the time saber as a melee option and his traps now launch the opponent towards him. His timed health bar is only about 20 seconds, where attack cooldowns are halved, and he gains temporary super armor (meaning he doesn't flinch or dodge) His gimmick is one of his attacks rewinding both him and the opponent a few seconds (health bars as well). There is a meter that shows how many uses he has left. Glowtale Sans: technical character who specializes in combo set ups. His blasters fire when they detect an opponent within range. He can stun his opponents using an electric shock attack which is key to most of his set ups. he has a rapid-fire bolt attack used for harassment. He has two health bars. In the first health bar he has low cooldowns and low damage, in the second health bar he has high cooldowns and more damage, as well as less move speed. His melee options are decent, he can emit an EMP to launch the enemy a mid distance away dealing low damage. His gimmick is whenever he is hit really hard, oil will leak on the stage, causing a slippery effect. The oil will ignite if hit with an attack. He has an oil meter that depletes, if it depletes too much then he loses mobility and his cool downs increase, however, he can suck the oil spill back up to regain the meter (and maybe other characters have oil leaks in their attacks he can suck up such as Antique Distress) Floridatale Sans: A melee character with a few good long range options. Tries to close the distance and pummel the opponent with punches and short lurker bones. He has two health bars with the second giving him access to an assault rifle and a Rocket launcher His ranged options other than the guns are limited to mini blasters and basic bone attacks His gimmick is gaining extra attack damage if his opponent is Stupidity Sans. He also has an ammunition meter when he gains his weapons. Outspare: EXTREMELY combo based, basically unusable unless you know the combos. He is mid range with a tendency to hit opponents upwards. His blasters fire after a very short time, and instantly hit the target up and away from the blast rather than sustained damage. Most of his attacks are low damage but high launch power and hit opponents at very specific angles. He has two health bars, and the second health bar gives him far more melee options, and causing him to summon blasters in quick bursts of two. He has a meter that charges a powerful tri-blaster attack His gimmick is that you basically have to be one of those Asian sweats to use him. Stupiditytale: The most bipolar character. He has four health bars, but each bar has lower than average health to balance it. In his first health bar he is better at spacing, in his second health bar he is better at melee (spoon!), in his third health bar he is an effective combo starter, and his fourth health bar gives him a heavy move set with lots of damage options. He has his smoke meter that goes up the longer he goes without taking a flinching hit, hf it reaches the top he gains an attack and speed buff, or he can discharge it into a smoke cloud that obscures vision and temporarily reverses his opponents controls. His gimmick is if his opponent is War Crimes Sans, he gains a stats increase and the smoke meter charges faster.
Continued: Underfelli: Raged character with only one melee attack (basic punch). He is able to set up low damage bone walls designed to obstruct the opponents ability to close distance. He has a mostly standard Blaster attack, but if he shoots a blaster it will explode, and if the opponent is close to the blaster it will bite instead of blast. He can also summon slow moving but very tall bone projectiles that can be shot in order to create a hit box. Instead of telekinesis he uses a lasso + a small telekinesis grad at the end. He has only one health bar with a lot of health to balance, but he also has a calm meter. as the meter goes down his damage goes up and his accuracy goes down (gun only) Antique Distress: Technical character, has a generic move set as default with a punching melee attack but can switch between various weapons that give him a unique move set. -Pistol Simple one shot attack with mid cool down. Can be aimed slightly up and down. Replaces punching move in the normal move set when equipped. -Rifle Fires a low damage low cool down burst attack that works similarly to the pistol -That Axe-mace thingy Changes almost his entire move set to strong melee moves and gives him a dash attack -Trident thingy He gets a lot of long range options perfect for spacing and can also throw the trident, if he does so he can deal a lot of damage and also pick the trident up again, however he will revert back to his default move set if he throws it -Sword He gains an extremely aggressive move set designed to close distances. The attacks have a short but wide hit box. -Chain Flail Only replaces his default punch attack, the flail has a long range high damage high cool down single hit attack designed as a combo finisher. -Missile Launcher One time use and has to charge up. High spread and damage, but still dodge able. Standard abilities: These are abilities all the Sans's will have unless stated otherwise. Shield: Each characters shield is cosmetically different (bone blocking, hand blocking, weapon blocking etc), but functionally the same Telekinesis: Basically functioning as a grab, it goes through shields Almost all characters will have some standard easy to throw out bone attacks, and most of the blasters have similar combat application even if they work slightly differently. Art style: The art of this game would be pixelated with character models being slightly more detailed versions of over world sprites. Since this game would be hard to code there would only be a few characters to start with, but more would be added later. I do actually want to make this game a thing, and its actually in the realm of possibility since I do know some people who are proficient at music, art, and coding who aren't doing all that much right now. If you want to help then just tell me, but for now I would need help from my friends to do this.