Re: Scarlet Shells, concept demo 1!

You can still do a lot with two buttons. Or even one. It's down to getting creative with it. Like with the space bar, track how long it has been held, that build heavier attacks, a tap is a light attack. A double tap and hold is a jab straight then a kick or something like that as a combo.

I would like to see a block option though. Not only that, but smarter enemies that try other things rather than just standing there and pummeling you or getting pummeled themselves. Make them cagy, hit a few times, then jump over you and turn around and hit some more. If they go for a block option, make it facing dependent, i.e. you can't block a dude on the right by facing left. Holding the block should diminish in effectiveness the more you do it. It's good to catch your breath, but not a way to just stand there and take endless punches. If an attack gets through, your guard is broken and you need to release the block key and press it again.

A way to go for an anti-air would be nice too. Make them fall and be stunned for a short while. I also thought of some close quarters combat stuff, but I don't think that's right for this game, as much as I like slitting throats and choking people out.

There could also be a dash, though more of a short sprint with a cool down by double tapping a direction. Launching an attack while dashing would make it more powerful. Conversely, if you are dashing, and you run straight into an attack, it should hit you harder. The only potential problem I see with that is people who want to be extra careful with their platforming accidentally triggering it.

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