Dong Dong Never Die: Judgment Day

DismasThePenitent ha publicado Dong Dong Never Die: Judgment Day para PC (Windows, Mac, Linux), una versión actualizada y mejorada de Dong Dong Never Die (2009), el juego de lucha 2D creado por un grupo de fans chinos inspirándose en Street Fighter, Mortal Kombat y The King of Fighters que en su día se convirtió en un juego viral por su toque humorístico y paródico.

Dong Dong Never Die: Judgment Day se puede descargar gratis desde itch.io

Actualización: DismasThePenitent ha publicado una nueva versión de este juego.

Listado de cambios y mejoras de a versión Dong Dong Never Die: Judgment Day:

To start, every single character has received significant changes. We stopped keeping changelogs because it just got to be too much, but I’d hazard a guess to say that every character has enough changes to fill at least 2 or 3 pages of a Word document. Every single character has received new moves, with some having their entire character concept completely reworked. We’ve done our best to stay respectful of the original vision for each character, and keep in mind each character’s visuals and backstory when designing their movesets.

We’ve also added an entirely new character, with completely original sprites and a moveset designed from the ground up. Watch the trailer to find out who it is!

Additionally, we’ve made many universal character changes, as well as many system changes. Some highlights include:

  • Roll cancel, a new universal action that allows a character to cancel nearly any action into a roll for 1 bar, while briefly pausing the opponent in place. This can be used to extend combos, create openings, escape pressure, or do any variety of other things.
  • Two types of universal overhead, with different purposes. Use the light version for a quick surprise attack, or the heavy version for a slower attack that leaves you at greater advantage if it connects on a crouching opponent.
  • Hitstop and blockstop have been reduced, increasing the pace of play.
  • Blockstun has been reduced across the board, which should make characters’ pressure feel more manageable. Additionally, stand blocking now causes more pushback, giving you a legitimate reason to stand block rather than crouch block.
  • Rolls now have vulnerability frames, preventing them from being indefinitely spammable.
  • Light normal frame data has been adjusted across the board, and dashes now have a bit of startup before they can be cancelled into other actions. This prevents those pesky midscreen infinites that much of the cast had, while allowing us to keep the frame data and movement parameters mostly the same.
  • A new gravity scaling system, which causes characters to fall faster during juggle combos the more times they have been hit. This allows us to keep characters’ tools combo-friendly without worrying about enabling infinites.
  • …and many more!

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Roy

Fundador de Otakufreaks y apasionado de (casi) todo tipo de videojuegos.

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