• They/Them

I'm just trying to vibe and crush capitalism
25+
🔞No minors please, there's a lotta spice in this kitchen!🔞
Nottting paid enough to be straight
I don't believe in humble
Trans Rights, ACAB, BLM, Eat the Rich, Land Back, Free Palestine, Fuck Capitalism

I wanna talk to people so comment and send me asks and stuff or I send THE GOONS!!!



Mutraex
@Mutraex

Beasts of Mystery's latest update is here and live, you can download it now at either my Itch here https://mutraex.itch.io/beasts-of-mystery , or by subbing to my patreon here https://www.patreon.com/mutraex . Also you can watch videos of the game and details of the game as I develop it over here https://www.youtube.com/@Mutraex923 .

This update is a large system update, added some brand new mechanics and adjusted some others. My goal was to make the game generally feel more fleshed out, while patching out some things that I thought were a bit excessive, primarily the universal instant crossup overheads that most characters were somewhat capable of doing. Now I believe the game is in a much better state overall.

System Wide Changes
-added the option to not map controllers when starting up.
-added Counter Hits, now if a character is hit while they are attacking there will be a special effect and the following combo will have increased damage, more hitstun, and less hit gravity.
-added Clashes, now if 2 strikes or hitgrabs collide without damaging either players a Clash will happen, giving meter to both players and allowing both players to cancel their clashed moves into any move that they have.
-added a visual indicator that shows when a player dashes or air dashes.
-changed all air normals to halt their gravity on startup when cancelled into, thoroughly improving the feel of comboing in the air.
-reduced the hit gravity on normals across the roster to make juggles more doable.
-made all jBs unable to be landing cancelled on startup.
-made all special moves cancellable into blowback.
-gave all characters a new hurtbox for when they're in airborne hit states (ie, launch, wallbounce and ground bounce)
-changed when a character would be able to act after starting a dash from frame 6 to frame 10
-made forward dashes universally unable to stop until frame 10.
-made forward air dashes unable to be cancelled until frame 10.
-revised camera movement to stop pulling characters in from full screen back dashes.
-revised character collisions to function much more cleanly.

Mothman
-reduced the hit gravity on 5L, 6L, 2L, jL, 5M, 2M, jM, 5H, 2H and jH
-reduced hit gravity on Rampaging Claw (214+XX) to make juggling less difficult.

Flatwoods Monster
-reduced the hit gravity on 5L, 6L, 2L, jL, 5M, 2M, jM, 5H, 2H, 3H and jH
-fixed hurtbox on 2B
-made L/M/H Drilling (646+L/M/H) less safe on block
-reduced the hit gravity on L/M/H Ocular Beam (236+L/M/H)
-reduced the hit gravity on L/M/H Air Ocular Beam (236+L/M/H (in air))
-reduced startup on Maximum Air Ocular Beam (236+XX (in air))
-reduced hit gravity and increased in air launch on Maximum Air Ocular Beam (236+XX (in air))
-increased recovery on Maximum Air Ocular Beam (236+XX (in air))
-reduced hit gravity on Lobotomy Drill (646+XX)

Goatman
-reduced the hit gravity on 5L, 6L, 2L, jL, 5M, 2M, jM, 5H, 2H and jH
-fixed a bug that allowed you to jump cancel Rushing Upper (623+L/M/H) into another Rushing Upper that would be in the air.
-reduced the vertical movement on Medium Arcing Slash (214+M)
-reduced the hit gravity on L/M/H Axe Grinder (236+L/M/H(air ok))
-reduced the hit gravity Extreme Axe Grinder (236+XX(air ok))

If you have any thoughts on the changes through gameplay please feel free to let me know in the comments, on twitter(it will never be X to me), or really any other platform you follow me on! Always love taking feedback :)

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