Join our #EPICAFighter! Free-2-Play • Unlimited Customization • New Mechanics • Both 2.5D + Full 3D—You’ll never go back to a plain Platform Fighter again!
Freestyle Combos!
Don't memorize complex button sequences to pull off amazing Combos!
In #Killmaster, you create your own Combos!
Here's a quick one we did for Zara.
Retweet if you enjoy, and we'll post new Combos weekly!
#FGC#Combo#IndieDev#IndieGame#UE4#Gaming#GameDev
@Rabid_Savage @Rabid_Savage, thank you so much for the compliment!! We are still developing the game! Sorry for not having any updates for forever...we kinda went back into our dev hole and haven’t made time for showcasing new content. But I hope we can show you our progress soon!
We are happy that after 3 years of hard work:
🙃Unbound is live on #kickstarter NOW!
All support (Retweets, Likes, etc.) are super much appreciated!
Let's make this happen! https://t.co/HZt6sDkrLI
#indiegame#unbound#gamedev#indiedev#Unreal
@Sheogorggalag Yeah, I guess that’s what I meant. Being able to fine tune it. I’ve been checking, and I read somewhere that you might get better results if you adjust it yourself first. May take some testing to get right, though....
Anyway, thanks for the advice! Much appreciated!
@Darkest_Laugh Thanks, glad you like it!!
Yeah, several of his Attacks change color based on his color scheme. His wind gust is based on the wings’ secondary color and many of his sword attacks are based on the blade’s primary / secondary colors.
In fact, most Fighters do this to some degree.
@Darkest_Laugh Haha, nice! This clip actually shows only a small % of his total moves—and I’m not sure if it reveals how quirky he really is. But we do plan to showcase individual moves going forward, so we’d love to hear your feedback on those, especially if you’re interested in maining him!
Hey everyone,
Sorry for not uploading new clips recently. We’ve been working on making the gameplay feel faster / smoother by reducing end lag. But this was a major overhaul and caused some weird bugs....
We’re just about there, though! So you’ll be hearing from us again soon!
@Darkest_Laugh If it were just an Anim Notify issue, it would’ve been a quick fix. But we were also working on making Dashing smoother and more responsive after Attacks. And because Galas transforms into a Boulder when Dashing, it complicated things...a lot!
@Darkest_Laugh Haha, yeah, definitely interesting and fun to solve! One big one was when Galas transforms into a Boulder (used in several anims). We use Anim Notifies on specific frames to switch visibility for each mesh. But this got screwed up and took a lot of work to fix the switching again
@nestel34@UnrealEngine Wow, so sorry!! Didn’t even see your comment until just now.... Haha, Pixel art?? Hope Twitter’s compression isn’t THAT bad 😉 Anyway, glad you like it!
@i8myWeaties2day Hey Weaties, thanks for letting us know!
We actually noticed that it was down recently and are working to fix it. We don’t have a website developer on staff, so it’s taking a little longer to fix.... But hopefully we can get it up by the weekend.
#QuickLook
Recovery Attacks
Every Fighter has a special Attack that doubles as a "Recovery" option, which helps you get that last little distance you need to reach the platform. But hey, no reason you can't do some Damage in the process!
#FGC#FightingGame#IndieDev#IndieGame
@Darkest_Laugh Thanks, we’d love that!
Hopefully you’ll keep liking what you see 😉
And please feel free to make suggestions / criticisms anytime (or even DM us). We don’t take offense at all! Actually, it’s a huge help for us to know what people want to see in the game.