Genre: Fighting, Hack and slash/Beat 'em up, Indie, Arcade
Mayhem Brawler
Mayhem Brawler II Developer Diary 3: Character Animations
How is it going, brawlers? Today we’ll dive into the animations and pipeline process of Mayhem Brawler II: Best of Both Worlds.
Who Is Emre?
They call me Emre, I am an animator at Hero Concept since Mayhem Brawler was halfway through. I have always been a sucker for traditional animation. Both modern and retro-themed fighting games such as MVC2, SF3, and, Skullgirls became a massive source of inspiration for me immediately after I discovered the fighting genre. The inspiration I took from fighting game artworks and animations led me to work for the Mayhem Brawler series.
What Did We Need For This Game, Animations?
We designed our characters based on how we wanted to animate them. So, what kind of animations would we need? The answer was hidden in the pace we desired for the game. We intend MB2 to be fast-paced, flashy, and combo heavy. Therefore, we animate them accordingly and, the designs must meet this demand.
Another very crucial thing we need to consider is our budget. Every detail we add to our characters’ designs results in a new drawn element on every frame of the character. the details we add to a character must be worth it. They must add some value to our characters’ stories or tell something about their personalities.
The size of the characters on the game screen is also very important. For example, the wrinkles we draw to their finger joints will be almost invisible in-game. Therefore, there is no point in spending time and effort on such small details.
Time For The Animations
Although there are many reasons to simplify our designs, we are also motivated to add details. We aim for our characters to shine when there is a hit stop. Fast movements that happen in just a few frames can be challenging to see for players. So when a hero lands a successful hit, they enter the hitstun phase with a clear pose. These hitstun poses give clues to the player about what just happened. Such details provide characters to have more charming looks while they’re posing - just like on a splash page from a comic book.
In this project, we had the opportunity to benefit from techniques that we had not used before in our animations, thanks to the pace we had preferred for the gameplay and our new design approach. While we increased the sense of hit with more exaggerated overshoots, we strengthened the sense of speed in movements thanks to smears. I learned a lot of new things myself during this process.
Aside from exaggerated and more animated animations than should be, we may also need subtle animations.
Our Beloved FXs
Are your characters moving too fast and their limbs suddenly shifting? Does the character hit, break or smash? Or does it look like it is scratching someone? ;) The character's body movements may not be enough to answer these questions. Even if it could, why not make them stronger?
What did she do exactly?
Oh…
Maybe when we scratch someone in real life, jagged lines don't appear right after our nails. If the animations we make on the bodies of the characters describe what they are doing, the visual effects describe how they will feel. It also helps us to describe the path followed by the displaced objects.
We use effects on characters to highlight the strength of their attacks. However, there are some characters that we cannot consider their attacks without any effect. FX art is a must for these characters.
There are many more where they come from. Some effects can even be the attack by itself, but I prefer to leave this issue as a surprise for you…
Pipeline Process
As an animation progresses through the Pipeline, the effort required increases with each stage it undergoes. In the meantime, if we want to make a change to the movement, we often have to go back to the first stage and go all the way from the beginning. So the sooner we spot mistakes, the better. After all, modifying a finished and painted animation is much more expensive than messing around with a few sketches. Unfortunately, it happened to us!
The communication of the team with each other is also very important within the pipeline process. When we produce recycled frames, exceptional drawings, and sometimes out-of-format assets in our animations, it is necessary to explain the situation to our teammates responsible for clean-up and color. Likewise, it is very important for them to contact the previous person, who played a role in the process, without hesitation when they encounter any problem that confuses them.
We Got Them Moving, Then?
In this part of the diary, we talked about how we designed the characters and what kind of choices we made when we got them moving. After we're done with the animation, the next thing is to clean the drawn frames, paint them and convert them to assets and transfer them to the game engine. We will discuss these issues in detail in the following sections. Stay tuned for more of our diaries.
Finally, please follow our social media accounts (like Twitter, Instagram, Youtube, etc.) if you still haven’t. As it is not even possible for me to describe in words how any kind of support is a source of motivation for a small team like ours. See you!
written by Emronius and his under-eye bags translated by Efecan Erdoğan
Steam Awards 2022: Mayhem Brawler
Well, it's that time of the year again and it's all in your hands to decide the best games of the year. As the creators of Mayhem Brawler, we are pleased to hear the positive feedback coming from you even a year and a half after the game's release.
Therefore, if you consider nominating Mayhem Brawler for the Steam Awards 2022, please don't hesitate to nominate us for the "Labor of Love" category.
A big thank you from the creators of Mayhem Brawler, Hero Concept.
Mayhem Brawler II Developer Diary 2: Stat Blocks & Combo
We've been working like beavers for the first playable demo of Mayhem Brawler II: Best of Both Worlds for months. However, by popular demand, I wanted to take a break, give you an update about the project's progress and talk a little about the game's combo mechanics we have been designing.
First of all, our work on the online multiplayer basis has come to a very good position. We plan to release something playable by the end of this year.
We have still not reached the speed we aimed for brawler animations yet. However, we have definitely got the level of quality. We have almost completed our goal by topping two Heroes, five Minions, two Lieutenants, and two Boss animations, which we call “Batch 1”, which will form the content of our first demo. Oh, by the way; We've made a few minor changes to the brawler coloring techniques and are extremely happy with the results.
BEFORE
AFTER
The backgrounds we designed as 2.5D received some criticism in the previous developer diary. Although we didn't completely finish our work on them at that time, we worked over it by considering the criticisms meticulously. We plan to focus specifically on backgrounds in one of the upcoming developer diaries.
BEFORE
AFTER
Let me now dive into the topics of this developer diary:
Brawler Stats
One of the decisions we made while planning the sequel was that interested players would be able to view the brawlers' stats. In order to achieve this, the data to be presented had to be legible and plain. As a solution, we managed to develop a cascading stat system.
The process we had the most trouble with was balancing the brawler stats and updating them when necessary in the previous game. Considering the fact that there are opponent brawlers of 30 along with 4 heroes and we entered their visually different variants into the system separately - you might guess how troublesome this was.
Therefore, we have categorized the brawler types under the names Hero, Minion, Lieutenant, and Boss, just like in the previous game. However, this time we have enabled the categories to use common data among themselves. Firstly; the features that every brawler must have; We decided to provide the features of HP, Resistance, Light Damage, Heavy Damage, and Ultra Damage. Then we gave each of them default values for the Hero, Minion, Lieutenant, and Boss categories.
Finally, we have ensured that each new brawler added to the relevant categories is calculated by gradually adding up with the same value above it. To sum up, we determine common values for the same categories. Then we provide different features for each brawler in accordance with their designs. For example, let’s talk about the minions’ stats:
HP 50, Resistance 1, Light Damage 5, Heavy Damage 10, and Ultra Damage 15.
Under the Minion category, there are Werewolves that we are familiar with from the previous game in a cascading way. We're just adding the differences (if any) in the Werewolf's stats.
HP 50 (+12), Resistance 1 (+1), Light Damage 5, Heavy Damage 10 (+2), Ultra Damage 15.
In this case, the stats of the Werewolf would be as follows:
[table] [tr] [th]WEREWOLF[/th] [th] [/tr] [tr] [td]HP Resistance [/td] [td]62 2 [/td] [/tr] [tr] [td]CLAWS and FANGS Type Damage Cooldown [/td] [td]. Melee 5 / 5 / 12 (Bleed) 1 sec[/td] [/tr] [tr] [td]POUNCE and BITES Type Damage
Cooldown [/td] [td]. Slingshot Catch (Regen) 5 / 5 / 12 (Bleed) 3 sec [/td] [/tr] [/table] We haven't decided whether we will explain these values more graphically in the game or they will be presented more simpler. However, I assume you get the main point.
This cascading system will have various great benefits for us:
When adding a new brawler to the game, we will only enter different stats instead of all. This is very vital as there will be many more brawlers in this game.
While testing the combat mechanics, we will set the brawlers by changing only a few numbers under the categories when necessary. No data will be likely to be unnoticed. Thus, the balancing and testing process will be much more under control.
Above all, it will allow us to share brawlers’ stats with players in a format that they can easily analyze.
Since we mentioned Werewolves pretty much, let us share the model sheet with you!
Combo Mechanics
If you ask me, the modern representatives of the beat'em up genre back in the 2000s were the X-Men Legends and the Marvel Ultimate Alliance series. Yet, for some reason I never understand, people have always listed them in the "action role-playing" category. Besides, beat 'em up fans did not really own these games. However, I think it would be a mistake to ignore the various features that these games contributed to the genre. For example; combo systems.
With a few exceptions, combo systems in beat 'em ups are generally built around button smashing to a single "Attack" command. However, in Mayhem Brawler II, we designed a combo system where players can obtain different finishers by combining two or more buttons!
In the system we newly designed, combos will mostly be executed with Light Attack (X) and Heavy (Y) combinations (X,X,X,X, or X,Y,X,Y or X,X,Y,Y etc). However, depending on the abilities of our Heroes, the game will also include combos that can be completed with the Jump (A) or Grapple (B) buttons, resulting in Launcher or Grapple.
What? Did I just reveal that we're going to have a dedicated Grapple input now? Whoops!
For now, we are preparing three different combos for each Hero. For each combo to separate from each other, the finisher effect, debuff or buff given by them will be different. We will make sure each Hero's basic combo is X,X,X,X so that more casual players can still play in single button smasher mode.
Speaking of combos, let's share She Wolf's combo with X,X,X,X inputs, which we call "Claw Fury":
See You Later!
We will try to share new developer diaries more frequently from now on as lagging three months is a very long break and you are very right to be angry.
Finally, please follow our social media accounts if you still haven’t. As it is not possible for me to describe in words how any kind of support is a source of motivation for a small team like ours. See you!
written by Serkan “Mountain King” Özay translated by Efecan Erdoğan
Hero Concept Celebrates: Mayhem Brawler’s 1st Year Anniversary!
We can’t believe it has been a year since our most famous officers hit the streets to change the fate of their city. Mayhem Brawler has evolved so much that you can clearly see how it feels different now than it was at the release. We are thankful to our fans and community for their contribution. We made so many updates and upgrades from what we gathered from their insights. Thus, we could give the gaming world a spectacular beat’em up game that you’ll never cease to enjoy!
Just Started…
Considering the 4 amazing awards given to Mayhem Brawler by Turkey’s Kristal Piksel Video Game Awards, we are proud of what we have achieved so far. We weren’t only in digital stores, but also managed to bring you physical versions on Playstation and Nintendo. However, we know we are at the beginning of our journey and still have a long path to walk through to bring you the best yet to be. We’ve been beaten up by many bugs and the problems they caused. Yet, we have learned so much in the process. So, we are determined to continue our arcade spirit in our upcoming projects. We, again, thank those who have been with us since the beginning in the making of Mayhem Brawler.
Come on in Brawler, Mayhem City May Need You!
We are amazed that our community is expanding day by day, keeping the 90s arcade vibe alive to the present day. All newcomers are welcomed to this daring subculture. Hence, starting August 16th, Mayhem Brawler will be on sale with a 40% deal off on Steam, Playstation, Xbox, Nintendo Switch (Americas), and iiRcade platforms to celebrate the 1st year anniversary of Mayhem Brawler and give an opportunity to those who haven't indulged in our comic book inspired urban fantasy themed beat’em up masterpiece with its kick-ass soundtrack!
See you on the other side.
– Your friendly neighborhood superhero developers.
Mayhem Brawler: II Developer Diary 1: What Can We Share?
If you’ve been following the latest news about Mayhem Brawler, you’ve probably heard that we’ve been working on a sequel for months. I believe it’s high time to make a pseudo announcement about what the team has been up to up until this point.
Now hold on to your horses! Drum roll, please. I am pleased to announce that: Mayhem Brawler II: Best of Both Worlds is in development!
Just Another Beat ‘em Up?
Indeed, our team is following the footsteps of our latest beat ‘em up title and developing a sequel. However, our goal is to create a pivotal game that is inspired by the 90s’ but certainly not condemned to the period and can leave its own mark on the history of the genre!
Even though they are sister genres, it’s easy to observe that beat ‘em ups have become an archaic genre that new generations are not familiar with, while fighting games gained popularity over the years.
I believe this is because the fighting game mechanics kept evolving bravely over the years, while beat ’em up mechanics have remained deadlocked since the late 90s’.
I admit that we are to blame here as well. Yes, we tried a couple of new things in Mayhem Brawler, but I don’t think we pushed the limits of the genre too much.
The Two Timelines of Mayhem City
Is this going to be a sequel or a prequel, you ask? Our answer is, why not both! The new adventure will cover the events that developed in-parallel in two different timelines, 20 years apart.
The “Present” will focus on the story of Christina “She Wolf” Vasquez, while the “Past” will focus on Megan “Stellar” Gardner. (Yes, the mother of Grace “Star” Gardner from the first game, the legendary Stronghold officer who gives her life away while defending Mayhem City).
There will be 8 playable characters in total, divided into two groups of 4 in accordance with the timeline they exist in.
I won’t be giving any details about how the different timelines will affect the game flow, or which characters will be playable along with She Wolf and Stellar. At least for now.
Combat Mechanics
We have released two regular and two major updates to bring the combat mechanics of Mayhem Brawler to their current state. During this process, we have accumulated plenty of experience and new ideas about the genre.
First of all, we’re going to preserve mechanics we think we got right in Mayhem Brawler, such as air combos, blocks, and conditions, as we polish them up even further.
We will redesign the combo system, which we think is weak, and implement some features we heard from the community that we couldn’t evaluate due to technical reasons in the first game.
Additionally, ensuring each of the 8 playable characters has a unique game plan is among the most important goals we set for ourselves.
The Artistic Approach of Mayhem Brawler: II
The mood of our new game will be darker than its predecessor due to its story (Stellar will die at the end, you know?). And because of this, we have decided to change our art style.
We experimented with different styles for character proportions, stylization, and coloring. At this point, I believe we have not gone too far from the visuality of the first game and found a new, striking style. I genuinely hope that you will like the results as well.
Speaking of new style; our backgrounds will be 2.5D for this title. We believe this approach will thoroughly contribute to the depth perception and combat mechanics of the game while enhancing its visuals. We will certainly do our best to preserve the comic book style visual integrity we achieved in the first game, so fear not.
End Game
End game content is one of the features we care about the most. This time, we have lots of ideas up our sleeves to enhance replayability for this title.
To begin with, I would like to surprise you guys by saying our encounters will be randomly generated, in a roguelite structure. In other words, when you start a new campaign or even restart your current run, you will encounter different enemies in different spawn points. This rule will apply to breakable objects, weapons, and consumables as well.
In addition, upon clearing the game for the first time, players will be able to create their own challenges in hundreds of different combinations with our multiple choice-based difficulty system. Not to mention, there will be dozens of unlockables thanks to this new difficulty approach.
Moreover, we have almost completed the design work on a roguelite RPG-style skill development system connected to NPC interactions called the “Favors”.
Multiplayer?
We want this title to feature online multiplayer as much as you do. The team is currently in the R&D process regarding this topic.
If we do not experience a major setback or encounter a technical obstacle that we cannot foresee, the game will release with an online multiplayer feature! Keep your fingers crossed!
When?
Well… You may not like to hear this, but it doesn’t seem likely that the game will be available before the first quarter of 2024.
But, as we did with Mayhem Brawler, we will do our best to let you experience the sequel on “Xbox Summer Demo Fest” and “Steam Demo Fest” before the official release date.
I can assure you that we will come knocking at your door with a game that is worth the wait!
Parting Words
This dev diary was published last week in the first-ever Beat 'em up magazine, Brawler's Alley. If you're a fellow Beat 'em up fan, we highly recommend you take a look at this wonderful magazine completely free of charge!
We will most certainly inform you about the state of the project in the future. There is a lot of stuff we haven’t shared with you, and we cannot wait to reveal them!
Finally, please follow our social media accounts if you are not currently following any of them. Your support is a source of morale beyond words for a small team like ours. Be sure to join our Discord channel to get the latest news and become a part of our growing community. Until next time!
— Your friendly neighborhood developer Serkan Özay
Mayhem Brawler Developer Diary 10: The Physical Edition
It has been a while since we shared any updates with you officers. We have dozens of assignments to entrust you in the future, so fear not!
You may or may not have heard the news, but as you can see from the title, Mayhem Brawler is getting a physical edition!
The Mystery Update
Players might have noticed that we stealthily released an update for Mayhem Brawler a couple of weeks ago, fixing some minor bugs and making slight adjustments. However, the actual reason behind the update was that it was a necessity for the physical version. We surely didn't want to ruin the surprise for you guys.
With the help of our community members and the team's tireless efforts, we believe the Mayhem Brawler is perfected and achieved the spot where we dreamed about during its development. Receiving positive reviews from all other platforms brought utter joy to our crew with the latest updates.
And as a thank you gift for our officers, we wanted to release a physical version of the game! Even before the release, we have seen countless comments on our social media accounts from collectors asking if a physical version will ever become a reality. This demand was great news for the company!
Co-Workers Assemble!
The bad news was that we didn't have the slightest idea about launching a title with physical copies. Developing our games for all major platforms in digital, the team had no experience with a matter like this. Not to mention, it can be challenging to handle the process financially as an independent company. After detailed research, we came across a video game publishing company called the Red Art Games. A hardworking team with the catch-phrase, giving physical life to digital games.
Red Art Games offer physical versions of video games only available on digital in limited edition. They give life to Sony PlayStation 4-5, Microsoft Xbox, and Nintendo Switch's retro-oriented digital games for collectors around the globe. After communicating and arranging a couple of meetings with our friends at Red Art Games, we decided to work as partners and entrusted Mayhem Brawler to their seasoned hands.
Limited Edition
It took a couple of weeks, but in the end, our diligent friends completed the assignment and started the preparations for the production of physical copies. The physical version contains all the Major updates released so far, including Air Supremacy and Wolfpack, along with a double-sided poster inside as a present. Sweet!
Pre-orders are starting today via redartgames.com, and as I previously mentioned, physical copies will be available in limited quantities. There will be 2900 copies for the Nintendo Switch and 999 copies for the PlayStation 4 available for collectors. The distribution of the copies will begin on June 24. The early bird catches the worm!
Mission Accomplished!
It was an exciting journey for the team, and we cannot thank our cheerful friends at Red Art Games enough for collaborating with us. They worked tirelessly, listening to all of our requests and being cooperative whenever needed, the Red Art team became a dependable business friend. Thank you so much, Red Art Games!
We hope those who asked for a physical copy since the beginning can acquire Mayhem Brawler and display it on their shelves. Don't be shy to show it to us as soon as you get your hands on the copies! You can follow our social media accounts to get notified about the latest news. Join our Discord channel and become a part of our growing community. Till next time!
- Your friendly neighborhood superhero developers.
Mayhem Brawler Won GOTY At Kristal Piksel Video Game Awards!
It seems like our Mayhem Brawler has been quite popular lately. According to Metacritic, it's been on a critically acclaimed status as well since last week! With that being said, Hero Concept has found the confidence to participate in Turkey's Kristal Piksel Video Game Awards. A ceremony held since 2012, the event plays host to talented developers around Turkey and awards the best performances of the year.
This event encourages devs to continue their journey and support the gaming industry of the country. With educatory speeches, it informs those who are willing to start their adventure of game development. Held in Istanbul, Yıldız Teknik University on March 3rd, 2022, the event housed many companies around Turkey and a couple of worldwide-known associations.
After a few briefings and speeches, it was time to announce the winners of 2021. Mayhem Brawler was nominated in multiple categories, including best sound design, best visual design, best pc game, best console game, and finally, the game of the year. Lo and behold, our title has won four astonishing awards!
Best Visual Design
Best Console Game
Best PC Game
... And Game of the Year!
The game of the year certainly took us by surprise, leaving the whole team with overwhelming excitement. As we look back to the development process of Mayhem Brawler, with dozens of obstacles on our path, the largest one being the pandemic, it was a challenging journey for the crew without a doubt.
As an independent gaming company, developing a game for PC and all major platforms at once certainly takes a considerable amount of time. Yet with endeavor and diligence, we worked for countless hours to complete this game and brought it to the table of gamers all around the globe. With your help, Mayhem Brawler improved itself even after the release with dozens of updates along the road. After everything we have been through together, you've led us where we are today.
Thank you, from the bottom of our hearts, for your support, love, encouragement, and most importantly, for playing Mayhem Brawler. This game wouldn't have deserved these awards without your help and support.
Those who think this is the end of our journey, fear not! We are on the first pages of this story, and as the sensational gaming company, we believe the best is yet to be. With you officers on our side, we will prevent evil to prevail, and save the city as many times as needed... together!
We will see you around!
- Your friendly neighborhood Superhero developers.
Mayhem Brawler v2.1.3 Wolfpack Update Notes
Our second major update for Mayhem Brawler is here, and it brings howling additions to the title! If you have seen our latest Developer Diary, you already know what the Wolfpack update brings to the table. We got lots of new additions and quality of life changes. Without further ado, let's get straight to the patch notes.
New Playable Character
She Wolf hungers for battle!
Unlocked after the player accepts her help in the Altered Beast (Level 2 – A) section.
With the arrival of She Wolf, the 4-Player mode will be available as well!
New Game Mode
Level Select Mode is now available. The mode will feature only the previously completed sections, depending on the accomplished difficulty level.
Changes
Arcade mode has been revamped. There will be no longer story-related elements, such as in-game dialogues or cutscenes in this mode. Additionally, there will be a visible time counter at the bottom left corner of the screen.
Power Bar now has visual and auditory signals to let players know if they have enough energy or not.
Breakable / Throwable objects can now deal damage to knocked down enemies.
- Various bug fixes
- Various balance changes
Alter Your Inner Beast
Compared to the golden trio of Stronghold, She Wolf's playstyle is wild and brutal. We believe our players will have a lot of fun while setting up ruthless combos with this brand-new character. Along with new and revamped game modes, we did our best to enhance the quality of the overall experience in Mayhem Brawler.
We can't wait to see the marvelous combos you perform with She Wolf and hear your thoughts about the Wolfpack update! Be sure to join our Discord channel follow our social media accounts to get notified about the latest news! Until we meet again officers!
- Your friendly neighborhood Superhero developers.
Mayhem Brawler Developer Diary 9: Wolfpack
The crew has been working steadfastly for the refinement of Mayhem Brawler, and it appears that you officers had a lot of fun with the latest major update; Air Supremacy.
With revamped combat mechanics and new actions to execute, the rhythm of the gameplay definitely increased! We have seen a remarkable amount of positive feedback after the update, and we are delighted to hear that players are enjoying the current version of the title. But we are not done yet! Introducing; the upcoming major update, 2.1 Wolfpack!
[previewyoutube="YBzUIOZLrzc;full"]
Those Who Do Not Howl Will Never Find Their Pack
A new playable character was a must for the game. We had a couple of ideas about who to bring to the roster, specifically some boss characters. Considering not all of them are villainous and have vital roles in the story, we thought players might like it as well. And who knew!? Literally, everybody wanted one particular character that we totally did not expect...
We get that the idea of playing with a lycanthrope sounds cool, but holy guacamole, the number of requests for She-Wolf was outrageous from the very beginning! Not that we complain, like, at all.
In the end, the owner of the Hungry Wolf, the Altered Beast herself, She-Wolf, will be joining the crew to help our officers in their journey! Christina was on our radar to put it in the game all along, so we were immensely ecstatic from the moment we started to develop her. Let us demonstrate what she is capable of.
Killing Beauty
We did our best to reflect She-Wolf's personality on her suit with a stylish blood-red jacket. As for her fighting style, she is ferocious and savage. One of Makoto Uchida's legendary titles, Altered Beast, influenced us during the creation of Christina. To this respect, we did not miss the opportunity to include her characteristic abilities with her playable version.
Like Trouble, she has a four consecutive hit combo, and her basic attacks have great reach, allowing players to strike enemies easier. Her Offensive and Defensive Special abilities can apply the Bleed condition to her prey. Legendary Flame Arrow as the Air Special and a downward kick as her Dash Jump Attack, She-Wolf can also utilize the Expose status against her foes. These two conditions will be baneful when both are applied at once. In addition, her slide-kick is executable with her dash attack as well. But here is the real kicker; it works as an OTG (Off-the-ground) attack. Yikes!
All You Need is a Little Help
But you have to unlock her first in good old arcade fashion. Players need to pick the level Altered Beast and beat She-Wolf to begin with. Your brand new character will be playable after clearing the stage and accepting her help.
Additionally, with the arrival of Christina, a 4-player game mode will be available! More the merrier right? Also, if you haven't noticed, which is difficult not to, there is a new artwork for heroes in the character select screen. Marvelous!
Christina plays out very differently compared to the golden trio of Stronghold. We cannot wait to hear your thoughts about her brute yet agile playstyle once she becomes playable. However, a new character is not the only thing we are bringing to the table with the Wolfpack update.
The Cherry on Top
The level selection was yet another requested feature from many of our players. With this update, officers will be able to play the previously completed levels as they wish, depending on the accomplished difficulty level.
The Arcade mode has been revamped as well. Cutscenes have been completely removed, and there will be a visible timer at the bottom left corner of the screen. We believe these implementations will increase the quality of the arcade experience.
We will be revealing detailed information on the release day of this free update. Be sure to follow our social media accounts to get notified about our latest news. Join our Discord channel to be one with the growing community of brawlers! Until we meet again officers.
- Your friendly neighborhood Superhero developers
Mayhem Brawler 2.0 Air Supremacy Update Notes
After months of experimentation and testing, the version 2.0 “Air Supremacy” update is here! You can find the process of how our team brought this update to action in our latest Dev Diary.
This major update is where Mayhem Brawler completely alters itself and grants a whole new experience to our brawlers in combat. Without further ado, let us take a closer look at the update’s latest additions and changes.
New Additions
Air Combos: Upon pressing the Attack button in the air, characters will execute a 3-hit consecutive aerial combo attack.
Air Special Ability: Upon pressing the Special button in the air, characters will perform a special attack in the air that burns 1 meter of the power bar.
Counterattack: While blocking an incoming strike and pressing the attack button when the indicator is seen, characters will execute a new counterattack, launching enemies in the air.
OTG (Off-the-Ground) Attacks: Special Attacks and Dash Jump Attacks will be able to hit knocked-down opponents and launch them back in the air, allowing players to continue their combos.
The Combo and Juggling mechanism has undergone a complete overhaul.
A dedicated Dash button has been added (Take a look at the Settings menu).
Players can now change playable heroes after completing a level.
Adjustments
The back button will no longer work while in the Arcade Mode's level select screen.
Hero Special Attacks indicators will be seen as “Uninterruptible” now.
After getting knocked down, respawned Heroes will have the 1P, 2P, 3P indicators visible on top of their head.
Overall HUI’s have been adjusted.
Various bug fixes.
The Sky is Not the Limit
Air Supremacy was our promised major update to brawlers across the globe. You might think that this will be the end of the title, and that is where you are mistaken! Starting today, we will resume our talking sessions with officers and update the title until it achieves perfection with balance changes and minor tweaks. But we are not done yet!
We have a couple more surprises for you officers. It is still too early to announce anything, but all we can say is that; If this update leaves you as hungry as a wolf for the future, the feasting will come to those who are patient enough! We will let everyone know both from our official website and social media accounts in the future. Be sure to stay tuned!
Join our Mayhem Brawler Discord Channel to be one with our growing community and show your marvelous combos to brawlers all around the world! We hope you enjoy the latest version of Mayhem Brawler with new actions on your arsenal. See you in the next update officers!
- Your friendly neighborhood superhero developers.