RGBATTLE A Game about colors In This Test Version, the Red character is playable and can be used to attack the dummy (blue diamond) to test skills. I will be adding to this when I have time, and I will add new color characters with different skills. If you notice any bugs or have any ideas please don't hesitate to leave a comment and I'll check it out! Not Indicative of Final Product (Which will take a long time to finally be released...) { CONTROLS } Movement: Arrow Keys Basic Attack: Tap X for a quick attack. Hold X for a stronger attack. Has different effects based on what your character is currently doing: Standing: Kick around yourself Running: Dash and attack Falling: Fall down and pound the ground beneath. Special attack: Tap/Hold Z. This attack deals damage equal to one quarter of your total energy and consumes half of your energy to perform. After Attacking, you will be unable to attack for a short time afterward { TEST FEATURES } (only available in test versions and will NOT be implemented in the final product) Hold C to regenerate energy indefinitely "Edge Warping" It is impossible to fall off the map { KNOWN GLITCH LOG } When using the Finisher in mid-air and immediately plummeting: -> (PATCHED) An Extremely large plummet attack, which deals extra damage and has no animation -> (PATCHED) Your character permanently disappears, Restart the project to reset When using the Dash Attack off of a ledge: -> (PATCHED) You will automatically plummet once the animation is done, even after releasing X When Plummeting -> (PATCHED) Holding X causes you to remain invisible even after hitting the ground. The skill will keep it's charge once hitting the ground; however. -> (PATCHED) Plummeting is possible when touching the upper edge of the screen, even if you are not above jump height. When taking knockback: -> (PATCHED) After taking damage and knockback, your character can become lodged in the ground. -> New error: (PATCHED) Touching the ground does not stop the interrupt state. -> New error: (PATCHED) After hitting a wall when in the interrupt state, x velocity is kept instead of stopped so you keep moving when falling past the wall.
ICD (Internal Cool Down): You cannot attack again for a short time after attacking, the stronger the attack, the longer the time. (X attack max 2 seconds, Z attack max 5 seconds) Energy: When attacking, You gain energy equal to the amount of damage dealt by the attack. This energy can be used later to release powerful attacks. Technicalities: 1) When in mid air, you cannot change direction or slow down unless you are hit. 2) When using the finisher, all velocities are nullified. 3) Holding the up key allows you to jump higher than just tapping.