Experiment: CATC beat-em-up mode (Patreon)
Content
Download LINK.
I'm pretty happy with the progress CATC is making and that isn't going to change. However, I know there are fans who are disappointed by CATC, it being a turn based game whereas my previous titles, HR and HRT, were real time action games. So here is an experiment, what if CATC is an action game instead?
First thing to clarify before anyone freaks out. What does this mean for CATC? Answer: pretty much nothing. This new experiment game/mode, affectionally called Scuffed Rumble (for now) builds on top of CATC and 98%+ of the stuff is shared between the two.
The only difference between one has a turn-based combat whereas the other have a real time beat-em-up setup. It's entirely possible for me to implement this as a mode in CATC game; however, people seems to be unhappy with the "Adventure Mode" in HR which is why I decided to separate it into its own game.
Currently, the game is most similar to the Adventure Mode of HR. Being that your character are locked to face horizontally and you are expected to fight multiple waves of enemies.
Compared to HR, it is advanced in some areas and behind in others. It benefits from the CATC character customization features that HR never had; it has projectile attacks that HR never did; it has more grabs available than the final version of HR (I think, or very close); it starts off supporting multiple combatants that HR only implemented later.
However, the AI in SR is currently poor compared to HR. They are functional, but lacks refinement that HR received across multiple patches. The grab system works, but is probably still fairly basic and/or buggy. And of course, the balance is probably way off. But probably good enough for a start, given that most of my attention is on CATC until it's finished.
It is also arguable whether it should be a beat-em-up game or a 1v1 focused game like HR. I picked beat-em-up mostly because CATC is a party-based game, and I want to give players the option to bring their party members.
Known issues:
- Grabs no longer do damage after one party orgasms until re-grab
- Only Nera is controllable by the player, other party members have AI
- All units currently use the same moveset (the special abilities)
- Sometimes the AI would stack on top of another unit laterally, and punches air
Anyways, give a try and let me know what you think. My plan is to split my attention 90/10 CATC/SR if people want to see this mode/game extended. The 10% doesn't sound like much, but it's actually quite a lot given most of the new content I make for CATC will be applied to SR as well, and vice versa. In fact, this very build contains some new stuff that you'll see in the next build of CATC. Have fun!