A downloadable game for Windows and macOS

BreakThrough is a 2D fighting game in which all characters have Resolve that must be broken through before being vulnerable to attacks. Resolve can be used in many ways, whether it be to endure the opponent's attacks without suffering damage, gain an advantage, or consumed to perform extremely powerful moves. Good management of a character's resolve is what will lead players to victory.

Ryan Santiago - Producer, 2D Animator/Artist, Gameplay Programmer

Jacob Thompson - Gameplay Programmer, Voice Actor

Eric Hu - AI/Gameplay Programmer, Web Designer

Nathan Baledio - Gameplay Programmer

Cole Watts - Gameplay Programmer

Jack Cuneo - Gameplay/Network Programmer

Ivan Lopez - Network Programmer

Katheriya Prowsri - 2D Animator/Artist

Haley Hayashi - 2D Animator/Artist

Rosie Longo - 2D Animator/Artist

Crystal Yu - Environmental Artist, Technical Artist

Cole Cota - Environmental Artist

David Sherbinin - UI/UX Artist

Madeleine Glenn - Musical Composer, Character Artist

Randy Kim - Musical Composer

Dallas Truong - Sound Designer

Torrey Chandran - Voice Actor


Visit our website here: https://shatterpointgs.netlify.app/

StatusIn development
PlatformsWindows, macOS
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorsRyanSantiago, Nathan Baledio, lavenderducky, aoburt, Arcane_Hydra, yubakeme, MurphyMurphy
GenreFighting
Tags2D, Anime

Download

Download
BreakThrough v.0.1.0Mac.zip 291 MB
Download
BreakThrough v.0.1.0.zip 287 MB

Comments

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Wow, this is such a cool project. I also really love the new 3D visual style, excellent job! Do you happen to have a preferred way for folks to get in touch if they had business questions?

When will this game be officially released? I am very much looking forward to it.

We do not have an official release date as of yet. In fact the game is not currently anywhere near completion, but we are glad you're looking forward to it.

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Is this still being worked on? It looks really great so far!

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Whoops! Sorry for the late reply, but thanks! And yes, this game is still being worked on. You can look us up on Twitter for more details.

Break armor is just: Every move is a DP if you have the meter for it.

You're kind of right, but it's not quite exactly the same. Armor can be pierced and shattered by certain moves unique per character, making armored moves risky if your opponent uses a move that can ignore armor. Additionally, armor doesn't quite work in the same way as invincibility as armored moves still have an active hurtbox while armor is up. There's hitstop, allowing someone time to react accordingly if they end up hitting into armor, and it's not counted as a whiff like it would be against an invincible move.

If you want an even more technical example, because armored moves still have a hurtbox, they have the ability to put a player at advantage against  or even possibly beat a safe jump attempt at the cost of meter, while a typical DP would lose to it.

found it on musescore and woah its good

How do i actually start the game?

Game's fun.
I'm making a OST playlist.
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 I found a random bug. Check this out! Could lead into some mind games and baits, or even a delay version for Toaster?
https://streamable.com/gg5lf4

Yeah that definitely shouldn't happen... Mind games and baits with it could be fun, but Toaster definitely shouldn't stay out for that long. Thanks for the catch!

Being in the lab of games lead to this~, You're welcome, creator!

and I found some tech. If you RC in air, while holding a movement key you just do a air dash!
Don't delete this plz ` ~`

Not a bug actually. Completely intentional. If you hold down during an air Blitz Cancel you can also dash towards the ground.

This also allows you to strangly get a counter hit BC?
As in the BC counter hits if you are in air and the enemy is attacking

I’m not sure what you mean by that exactly. Does using a Blitz Cancel cause the counter hit graphic to appear?

Nice. This game is pretty neat with its mechanics! Here's an 851 combo. Shatter 2B, 6B, 214L+M 9(J) J.5MHHHHH JC J.5MHB J.214H, Land, 236H+B. Pretty effective, and the fact that the enemy has to do a comeback from 1.5 bars of meter is a bit too strong. I want to know the rest of the mechanics, so mister creator, can you tell me?

---Casual fighting game player, Okizeme

One thing that we're playing around with is toning down Dhalia's damage a bit as she most of the time needs to touch the opponent only two to three times to take a round.

One of the ideas behind her enormous damage though was that while you could go for higher damage routes by exhausting all her meter, she wouldn't have any meter to take advantage of other mechanics. I'm curious how much meter you still had at the end of the combo (if any) to see if this is actually the case.

As for mechanics, the Resolve meter is used for several things. It gives you super armor on the startup of any attack, but you lose a bit of meter based on the attack you armor through. You can also consume two bars for a super or consume one bar for a Blitz Cancel (returns character to a neutral state). 

It's also used as a sort of guard gauge when blocking. On the ground, it'll keep you from taking chip damage as long as it's filled at all, and in the air, attempting to guard while it's empty will result in a guard crush. However, performing an instant block will prevent all of this and will in fact reward you with meter for doing it.

The other big mechanic that we have is giving every character's Break attacks, or the Break button in general, something that sets them apart from everyone else in the cast. Currently, Dhalia's Breaks can be charged to give them the Shatter property, and Achealis's have a Pierce property that makes her Breaks ignore the opponent's super armor completely. 

We're currently in the midst of doing a pretty big overhaul of the game, adding new mechanics, balancing certain options, trimming off things that didn't really add a whole lot, and retuning how the Resolve meter refills to give it more substance.

Sorry for this wall of text, but you did ask about other mechanics and such lol Thanks for your interest and curiosity!

No, no, it's alright.  Thank you, mister!

Also, the combo ended with Dhalia having  at least 1 bar of meter, meaning that I could RC it.

To me, Achealis is more busted and idk why

its just the super that can be used to fling your opponent into the sky is really stupid and is easy to get.

You mean the G U N?
Well uhhh i dunno. You can just airdash and move all over the place to avoid it.

i mean in a combo

its stupid

Oh-

Can you enable mouse for the menus? The game launched in portrait mode and I can't seem to change the resolution to a landscape one. IDK if there aren't any given or if it's just that I can't find them because I have to keep scrolling past them 1 at a time

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The game also keeps crashing after I pick a stage

It's odd that that happened. I don't believe any graphics/resolution settings have been implemented yet.  Also which version of the game are you running?

version 0.1.0. It does seem like the graphics settings don't work properly, when I launched it for the first time it was full screen and when I checked the display settings it the windowed box was checked. Unchecking it gave me an actual windowed mode but none of the resolutions seem to actually change anything

oh it's the windows version if that's what you meant by which version

We'll try to see if we can fix the issues you've been having. And have graphics options that actually do something.

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I think training mode could use a few more features namely; frame data, playback recording, reversal actions that the dummy can do.

I like the artstyle and the gameplay that you're going for but I have two questions. Is jump in while blocking too strong? I might be wrong but I don't see anyway to call out jump in blocks as I don't see any air grabs or air unblockable attacks to punish jump in blocks. Is it intentional that we can't combo off of RC outside of the corner? (At least I don't know of any combo off of RC as I'm not very good with finding and making combos)

Also I would prefer it if there was input buffering that allows players to immediately dash after a grab. 

(+1)

Thanks for the feedback! As of now, I believe there is a playback feature mapped to R3 if im not mistaken. And you posed an interesting issue concerning how strong air blocking kind of is. Work will be done to balance out air blocking, ideas including air grabs are currently being tossed around. 

As for RC, it is possible to extend combos with it even outside the corner. And for throws, the idea, at least for Dhalia and Achealis, is to score a knockdown with the option to RC and do whatever you want off of it.

Thank you, I found the Recoding function. (it's mapped to L3 but that's a non-issue) With the recording function, would it be possible to immediately start recording as soon as you hit an attack button or any other button besides L3? I quite like this little feature in E's laf 2 as it removes the little window in between pressing L3 and your desired buttons. 

With the throws, I think they are working as you intended. It's just that not having a dash buffer makes it a little harder to chase the enemy for Oki after Dahlia's throw as it throws the opponent really far. If the intent is to make it possible to screw up Oki then it's reasonable given the dash momentum that gives quite a bit more Oki pressure than games without but if the intention is not to add an execution barrier for the strong Oki pressure then please consider adding some input buffers after throws.

Anyway thanks for replying and keep up the good work.

really, really cool game, but i can't change my controls, and it doesn't have anything set for the ps4 controller's movement

I found a infinite combo

Thats pretty sick. Please post a video link of the infinite and we'll see what we can do.

Ill see how far I can get on it for you.

Ill just record the part up to where you have to do a cancel since thats where you reset the opponents position for it to continue.

Here is the video.

I didn't get the whole infinite but I got the part that makes the thing loop infinitely.

I don't see a link to any video.