Kerfuffle is a local multiplayer arena brawler. Unlike most games in this genre, all of the characters in Kerfuffle are unique in their abilities. I have been developing the game for the last 8 months in my spare time and its finally in a place where I can start testing. Since I am working on this alone, with no one to play it with, testing it is actually super difficult for me. That’s why I have this thread. I need your help to test this out and provide feedback so I can make it better. If you want to help out please send me a PM and I will hook you up with a build. I am not posting the download link publicly for reasons.
Anyone who plays the game and provides feedback will be given future builds AND the retail game for free upon release. Any and all feedback is welcome, no matter what it is you have to say!
Current Characters
Momo:
[details=Spoiler]The fastest character in the game! Momo’s attacks are short range, with quick start up and recovery. She is the only character with a super jump (down, up + jump), and a give kick (down + attack in air). Short range dash is cancelable into her side attack to extend the range. She can also dash cancel out of most of her attacks recovery frames. She probably needs another gimick? Wall jump maybe? I don’t know but she feels pretty flat compared to other characters. However I think she plays extremely well and is fun in her current state.
Attacks
Quick Slash - super fast but short range. nothing too special about it.
Shoryuken - its a shoryuken. what else do you need to know? recovers in air.
Dive Kick - dive kick with long recovery so don’t miss.
Down Slash - straight slash downward. used for edge guarding and attacking through thin platforms.
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Shellby:
[details=Spoiler]Slow and deliberate, Shellby is built to control the ground. Equipped with a mega man type buster arm, Shellby can release a charged shot to fire a cannonball across the stage. The higher the charge the faster the projectile. Shellby has a straight down dive while in the air (down + attack) that is pretty fast, but the hitbox is probably too small? All in all her recovery is kinda high and will probably need to be lowered. Currently she has the best dash in the game to offset her horizontal movement speed.
Attacks
Cannon Arm - can be fired instantly or charged. charging increases speed of projectile when fired, thus increasing range.
Cannon Balls - Shellby can dash into her cannonballs to relaunch them.
Butt Spike - down attack in the air. sends Shellby straight down on her opponent. Long recovery.
Up Spike - good anti air. big ass spike comes out of her hellmet. same thing in the air.
Double Spike - spikes come out of either side of Shellby. pretty basic stuff. Long recovery.
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Jiro:
[details=Spoiler]Sushi Chef Samurai. Jiro’s gimmick is that some of his attacks are randomized. Decent range and speed, hes kind of a middle of the road character. Currently the random attacks are only cosmetic. I don’t want to have random startup/active/recovery frames because that could be super shitty. His up attack, which is a vertical only projectile, will be entirely random once there are more projectiles added to him. Each projectile will have different behavior. Right now he just has the fugu which has a slow descent. I’m still trying to figure out what other kind of fish he could throw. Jiro has a spin attack in the air that gives him a bit of vertical movement.
Attacks
Side Stab - horizontal attack. decent range and speed. random weapon used to attack. knife, cleaver, or fish.
Down Slash - this move confuses people so i probably need to change it. hitbox is ONLY below him. it does not hit in front or behind.
Fish Toss - throws a random fish into the air. each fish has different properties. currently only has one fish, the fugu, which has a slow descent.
Spin Attack - full 360 attack. long recovery. has landing recovery if you touch the ground in the middle of the animation. adds slight vertical movement.
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Quark:
[details=Spoiler]Flooaaattyyy. Quark is a duck in a space suit with robot arms and a laser. Almost all of his attacks are projectiles so I wanted him to be slow and somewhat hard to control to offset his offensive power. Projectiles are super strong in Kerfuffle right now. His up attack acts as a jump, and the fire trail it leaves can hurt enemies. I wanted Quark to be a character that does well in the air so I gave him as much air time as possible with low gravity and a triple jump (if you use the up attack that is). He is the newest addition to the cast and by far the least polished.
Attacks
Side Laser Blast - short range projectile. projectile and explosion are deadly.
Down Laser Blast - on the ground, this creates a shockwave that extends to the left and right of quark. in the air its a projectile that travels down. probably need to change the on ground variation to something else.
Jet Pack - up attack. acts as a 3rd, and potentially 4th, jump. fire trail causes damage.
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Future Plans
Extended cast of 8-10 playable characters.
Single Player Modes
[list]
[] Bots
[] Survival
[*] Story Mode
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**Custom Games **
A full arsenal of modifiers and mutators to make your own game types.
[list]
[] Stock
[] Health
[] Abilities
[] Available Characters
[] Time
[] Game Mode
[] Gravity
[] Speed
[] Damage
[] Hazards
[*] (and maybe a level editor if I can swing it)
[/list]
Multiple Game Modes
[list]
[] King of the Hill
[] Keep Away
[] Money Match
[] FFA
[] TDM
[] Juggernaut
[*] Soccer
[/list]