Air Dash Online - Competitive Platform Fighter - Kickstarter is Live!

Air Dash Online: Competitive Platform Fighter
Kickstarter: http://www.kickstarter.com/projects/1289882404/air-dash-online-the-competitive-platform-fighter?ref=live

http://airdashonline.com/images/adobox.png

Website: http://airdashonline.com
Facebook: http://www.facebook.com/airdashonline
Twitter: http://www.twitter.com/airdashonline

Developer: JV5 Games
Platform: PC
Genre: Platform Fighter
Private Beta Release Date: Winter 2013

Intro:
Air Dash Online is a platform fighting game in development by JV5 Games. Mike Z (from Skull Girls) is on board as a Game Mechanics consultant, helping when he can while his main focus is Skull Girls. Also on staff are professional Super Smash Brothers: Melee players, M2K and Wobbles. The game has original characters that come from a variety of fantasy genres; however the main focus is competitive play.

Characters:
Concept art for all of the characters are available at AirDashOnline.com, but these characters will be available in the initial private beta.

http://airdashonline.com/images/cast.jpg

Stages:
Stages will look similar to what you would expect in a Smash title. The following is concept art for Tesla’s stage. (Tesla is the character with Blue hair.)

http://airdashonline.com/images/teslastage.jpg

Alternate Character Skins:
The following is an example of an alternate character skin. JV5 Games is planning to have 3 available for each character.

http://airdashonline.com/images/GrimChai.jpg

More Info
We will post more info as development progresses.

Feedback(Survey)
Air Dash Online is looking for fighting game fans to give their 2 cents. If you would like to contribute please feel out the survey linked above and of course feel free to post in this thread or the Smash Boards thread.

We are looking for enthusiastic fans of the Smash Brothers series, but also fans of the fighting game community at large. If you anyone is interested, like our facebook page so we can give you more info directly as it is made available.

Ultimately the more feedback the better.

Would you like to see a hyper competitive platform fighter?

Update - Pre-Alpha Screens:

Always great to see developers reaching out to the fans and aiming to please. I think this game has a lot of potential and as someone who has played Smash and traditional fighters competitively, it sounds like it will strike a good balance and be accessible by any fighting game player.

I wouldn’t mind supporting this. I’m a big fan of platform fighters.

While I’m not a fan of “air dashes” or “online,” I’m interested in this game. Melee was huge where I grew up.

Can’t say I’m a fan of the art style.

Do we have any idea of the general direction of the game besides fighting on platforms at the moment?

I mean is the plan to have it turn out like smash but with origional characters or like a fighting game if the stages were more like smash stages?

Would ringouts be the only way to off someone, or could you just beat them to death?

Is it planned to be like one button for attack and one for special like smash or something more like A,B,C,D or lp,mp,hp, lk, mk, hk?

Sorry if these questions are too early or cannot be answered there, just figured I’d toss 'em out there since this seems interesting.

So this is going to be a “competitive” fighter with PC release only? Not that PC games can’t be competitive, but it’ll be hard to get FGC support without a console release.

But I mean, there’s a yo-yo girl, so I’m already sold.

I like the idea of a competitive focused Melee type of game a lot.

Combo system?

Yo-yo’s. That’s all you need to know.

Daaaaaaaamn that steampunk chick, if Skullgirls characters looked like that more people would play it guaranteed.

I’m guessing dynamic knockback by health, slight knockback angle control by victim, and 6 options on knockdown.

So none of the near “Marvel like” combos from PSA, then? I certainly hope that isn’t the case, combo system was one of the things I enjoyed about that game.

Yo-yo chick looks awesome but is that a cigarette in her mouth because smoking is evil!

Feel the exactly opposite way about it here. It looks flashy for a platform fighter but it’s way too shallow for a simplified control scheme, that’s partially why the PSAS scene is almost non-existent right now.

Don’t take my word for it though, I’m just guessing from what I’ve read.

It’s a lollipop.

As someone who plays PSA the reason I feel the scene is non-existent is because there’s still no definitive ruleset for the game. Seeing how the dudes that try to think that game is Smash I stick strictly online for that game. Don’t have to deal with that bullshit there.

I don’t think PASBR is shallow at all, it’s heavily about footsies and spacing, plus probably the biggest part of the game the knockdown. Personally, I didn’t play the game because it quickly became a 2v2 only tournament game, which I wasn’t interested in at all.

A lot of people are wondering how it plays or why there is so much art with so little information about game play and so much art. There’s no information about the engine because they’re still writing it. From what I can gather (based on reading stream chats and talking to people on the team) what they’re planning on doing is have a button devoted solely to dashing. On the ground it’s a marvelesque dash. In the air you can angle it down-foward into the ground and slide with momentum. I don’t know anything about how many attack buttons or anything about the combat.

There’s also character bios on the website now which explain how the characters might play. The red dude is a heavy akin to Gannondorf/Gief. The girl with the scythe is going to focus on pokes like Marth (;_:wink: Yo-Yo chick is keep away akin to Dhalsim, Tiger dude is keep away akin to Link/Y. Link. Electric dude is heavy rush-down inspired by Captain Falcon.

Everything is subject to change, I’m probably wrong about something, etc

You definitely aren’t far off. Right now the foundation of the game is being developed with Unity 3D. At the moment the core engine is the focus, once that’s nailed down everything else can move forward since the core of the engine will help decide what ‘feels right,’ and so on, but there’s a lot of work before we are to that point.

We recently live streamed the modeling of the character Tesla:

For those of you interested in the process it’s a cool thing to watch.

  1. The flow of the game and the feel of the movement will be similar to Super Smash Brothers Melee.
  2. More like Smash. We intend to implement technical skills that don’t have binary results, so if 2 people both know solid tech skill, there will be degrees of execution. People that are familiar with Super Smash Brothers Melee or Project M will be familiar with this concept as it applies to wave dashing and L Canceling. (Probably exists in other fighting games as well, but I’m personally not intimate enough with any other fighting game aside from Smash to mention them. Though other people on the team, like Mike Z, definitely are.)
  3. Not fully decided, but leaning towards ring outs.
  4. Not fully decided either.

Thanks for answering those questions, it’ll be interesting to see where the game goes carrying on.

HAH.

Good luck with your project, I’m out.