Big update to the demo! The big topic for this Update was urgency in gameplay but also availability.
I added Mouse & Keyboard controls.
A lot of small things have changed in the city. Here are a few.
<*> Fighters:
All fighters now have combos on the base attack
All fighters now have low attack (hold down and press attack) The low attack is fast and have great range but variates from fighter to fighter
Super attacks now charge a bit faster
Cards and prices have been regulated
<*> New rules:
The night ends after a boss fight win
You keep the money and get the upgrades
Next night you’ll have an advantage with the extra money
<*> Cars:
Chases has been tweaked
Better AI driving
<*> Sound overhaul:
New menu & button sounds
Also some bugs have been fixed
Enjoy the demo!
Cheers Bo
29th December Update
29th December DEMO VERSION 0.81a
First thank you to everyone that have been playing the game!
I fixed a few bugs with attacks with multiple hit/damage colliders.
Also tweaked the city a bit. More events for the city will come soon.
I feel the game needs some urgency for the flow to feel right so that is the next thing I will spend time on.
New demo! New design!
It took a while but the next update of Mutant Karate Canary is finally ready. I spend a lot of time trying to figure out what that game should be more than a gem fighter. And I think I got something great here.
How to play MKC
The Hideout
You start out in the “Heroes Hideout”. Here you can learn how to fight on the Arcade Machine, check out the cards you have unlocked on The Board and maybe play the piano?
You can also check the calendar to keep track of the days and nights.
There will be more stuff in the final game like a Map of the world, TV, fridge etc.
The City
When you are done exploring the Hideout you can go into the night.
On your way out you select which fighter you want to play as.
Each fighter has their characteristics and even their own car.
As you exit, the night begins and Master Due Ven will give you a card to help you in the fight against evil.
When you get a card you can assign it to your fighter in the Deck Menu and the fighter will play that card in the next fight.
You can drive around and look for fights, cards and other events.
The city is filled with events for you to complete. The demo features:
Three zones with minions and a bossfight
Car chases
Treasure chests
Coins
And shops
As you fight crime your Night XP will grow and you might even level up, letting you select a special card.
The Fight
When you find a fight you should assign Cards to you fighter before the fighting begins. Cards will be played as described on the card.
Some cards play at the beginning for the fight, others when you lose health. For example giving you a health boost when you are down to 25%.
You can collect Mutagens to level up your special moves while fighting.
When you win you earn Night XP.
Death
If you get Knocked Out in a fight, don’t worry. You will wake up in the Hideout ready for another night.
When you wake up you Night XP will transfer into real XP and unlock new Cards and Fighters for your next run. In this Demo you can only play the first 3 nights. But if you want to try again you can. Just go to the main menu and Reset the game to start again from day 1 again.
New Trailer!
It has a been very long time since the last update and a lot has happened to the game. But more about that later. For now enjoy this new trailer.
Cheers.
Devlog 5 - May. 19th. 2022
Story Mode:
I finally started working on what I think will be the main game.
In short the mode is:
A story mode where you explore a map.
Complete fights or Challenges to earn fame.
Fame gains you access to tournaments.
When you win tournaments you unlock new Characters or Maps.
Fame, Coins, Buffs and Permanents:
The economies needed for this to be fun are Coins and Fame.
A Coin works like a “continue” so if all your fighters fall you can use a coin to revive one of them.
Fame is a level system. After each fight you gain points the points are converted into fame points (I do this so you can have a Buff that gives you “x2 fame” and then doubles your point to fame conversion rate). You will x amount of Fame points to get the next Fame Level.
Buffs are buffs :) You can assign up to three at the time to a fighter. They trigger by themselves when the fight is happening and have a certain amount of times they can be used.
Permanents are buffs that you assign and can’t remove again. They alter base damage, base health etc.
Auto fighting and AI:
Since AI vs AI fighting has been so much fun to work on. I watch a few fights every day. I also added an “Auto Fight” option to this mode. I don’t know if it will be in for the final version but for now I enjoy prepping my fighters and watching them fight.
That’s all for now, no new demo yet but I hope you enjoyed the small update. Remember to wishlist!
Devlog 4 - Web player is back Version 0.75
New movement:
You can now walk! How great is that? With this a lot has changed. All attack animations had to be retimed and balanced. Jump had to be remade and overall speed of fighters had to go through some testing.
I really hope you like it. The game feels a lot better now.
NEW FIGHTER Dough and Mom:
Dough is now playable. Dough is a karate dog, but all the special moves are performed by his owner.
UI:
The in game UI now has fighter names. There is now a presentation animation when a match begins.
Tutorial:
New tutorial with the new movement controls.
AI:
With the new movement system a new AI was needed. I might write more about this later on since it was really fun to make.
Overall graphical improvements:
Screen resolution is now “fake” locked. Lighting and Arena pass.
Bugs Resolved:
Check special images Christie Completing single player then selecting a fighter. Timeout bug Too Fast in air attack Go forward through walls Fixed Orwells Fireball Web build works again I think this update concludes my tweaking “Look and Feel” of the game.
And I can now move on to create the “City map” story mode. + Even more fighters!!