Gamma Surge
A downloadable game
Gamma Surge is an 2D anime fighting game in development by @thohil2 and @SeaPotato5 in our free time.
The game is animated frame by frame, and has 3D backgrounds.
We have a Discord now, which you can join at: http://discord.gg/cESMzRPQpW
Right now the game Includes:
- 3 Playable Characters
- 2 Stages
- 3 Music Tracks
- 1 on 1 Vs Mode
- Training Mode
- Combo Trial Mode with 30 trials per character
- Online play with GGPO Rollback netcode (view the 0.1.0 update dev post for more info)
As this game is still in development, there is currently only three playable characters, but there are plans for several in the future, and we will be starting development on the next character as soon as possible.
Play the game to meet Gamma Surge´s two characters:
Aurora
Aurora is stuck to her phone looking for signal and you have to move around to get it. More signal means more damage, as well as some moves getting larger range. She is oblivious to the fact that she is fighting, and all her animations try to showcase this, as all of them are non-fighting actions.
Zoe
Zoe is a Manufactured Deviant capable of somewhat controlling water. She fights using a knife, and a limited supply of water. She is able to place puddles around the stage by using her specials, which she can take advantage of.
Sarven
Sarven is an Anima living inside a decapitated corpse, using the body to move around. He has the ability to morph and uses this to his advantage by transforming his body into several different shapes to attack. He cannot turn around, and therefore usually attacks on both sides of his body. One side is focused on range, while the other on rushdown. He has mostly quick overhead hitting attacks, and has pretty slow low hitting attacks. Therefore, when fighting Servan you should by default be blocking overhead.
Notable System Mechanics:
The game is a 4 button fighter A/B/C/D, where A/B/C are light to heavy attack buttons.
you can press B+C to grab the opponent, both on the ground and in the Air
Gamma Cancel
Pressing A+B+C activates Gamma Cancel, Gamma Cancel is one of Gamma Surge's main mechanics, it costs 50% energy to do and cancels you out of almost any action, including block and hitstun. The only exceptions being getting hit by grabs, supers and counterhitstun.
Surge
Pressing D activates the other of Gamma Surge's main mechanics, Surge. When activated it will stay active for the next 2 seconds, until you hit someone, or until you get hit yourself. While surge is active:
- Your next hit will always counterhit
- You are in counterhit state, this includes not being able to tech grabs
- You will push the opponent further away when blocking, and you will also build meter while blocking.
Defensive Energy Increase
By timing the D button just before each hit in an opponents combo, you will gain more meter then usual! Note that you cannot hold a button to tech while attempting this.
Status | In development |
Author | tho.hil |
Genre | Fighting |
Download
Development log
- 0.3.1 HotfixesJul 12, 2024
- 0.3.0 UpdateJul 11, 2024
- 0.2.3 small Zoe bugfixes + extraJul 26, 2023
- 0.2.2 fixesJul 10, 2023
- 0.2.1 hotfixJul 03, 2023
- 0.1.1 UpdateNov 30, 2022
- 0.1.0 GGPO updateMay 01, 2022
- 0.0.2 FixesMar 31, 2022
Comments
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Is there a discord server for this game by chance?
We have now made one, you can join here https://discord.com/invite/cESMzRPQpW if you'd like!
I feel like Roman Canceling in hitstun is just...bad for the offensive player. I'd reccomend turning it into more of a burst so that both players are still neutral regardless.
There are a couple of more minor mechanics related to Gamma Canceling out of hitstun that is there to help out the offensive player. For example that Gamma Canceling out of hitstun in the air removes your air actions, and there won't be any aerial moves with invincibility in this game. This means that as long as the offensive player is mindful of what combo routes they use, they could setup situations where if the opponent Gamma Cancels they will have a very hard time trying to land again afterwards. Also a thing to keep in mind is that the offensive player will most likely have more meter to work with since attacking builds more meter then getting hit,
Of course, not everything about the mechanic is set in stone yet, and there probably will be some changes to it after i have had some more players try it out for an extended time.
Hopefully so.
yo is this 0.11 or wha
Oh, i am very sorry, This update was done quite swifly, so i must have forgot to updated the actual project. I will make sure to fix it whenever i get home from work.
Now it should be fixed!
You forgor (skull emoji)
This is a fun game, but I request that you have the dash cancel window become more narrower. I also found a bug where if you D amplify Auora's Level 3 (the super that costs all meter) super move, it causes a crumple and makes P2 float.
Thank you very much for trying out our game! good chatch on the bug, its just a small oversight, so we will have it fixed by the next update! Also could you elaborate more on why you want the dash cancel window more narrower?
Well, when I try labbing out C dash cancels, they appear to be pretty hard, especially after D amplifying it :P
Is it that you don't get your dash cancel to come out? or is it that you aren't able to connect an attack afterwards?
One thing to note is that you can't use the A+B dash macro for dash cancels. so you'll have to do a ->-> or <-<- input for dash canceling.
Other then that, you are able to buffer the dash input during hitstop so you can do it a lot earlier then you might expect.
The dash cancel will not come out.
I am sorry, but it is hard for me know what is wrong when you don't give a description of what you are trying.
I am going to play this game
HOOOOOOOOOOOOOOOLY SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII-
Seems like it could be a fun game, taking what makes Melty and GG cool and mashing them together. One question though, what are the downsides of safeguarding? It seems like it's strictly superior to blocking so why would I not use safeguard all the time? (aside from it occasionally eating inputs which I assume is unintended.)
Right now the downside to safeguarding is that you are put in counterhit state and you cannot tech grabs. also if you want to block normally again you have to go trough 20 frames of cancelable endlag first. so grabs could get scary to play around since you have to choose a risky option to deal with them.
That being said, the mechanics are not 100% set in stone yet and could definitely use a bit of refinement. But we would want to get a good chunk of playtesting done first. so when we do make changes, we have a better understanding on what is working and what needs to be tweeked a bit.
Fucking HYPE
Very WIP visuals, but the mechanics are incredibly thorough and the actual animating of the visuals are honestly pretty smooth (besides the running animation, it might need a few frames)