Brawl through the city in hard-hitting pixel art style inspired by arcade classics! Inspired by arcade beat ’em ups of the late ’80s and early ’90s, Fallen City Brawl is a story of ambition and revenge told through intense side-scrolling pixel art action.
Hi everyone,
We've updated the Fallen City Brawl Demo to version 1.1, making lots of improvements and adding some new features. Here are the key changes in v1.1:
[*]The demo is faster and smoother, with swifter animations, movement speed and controller responsiveness. Both characters are now able to sprint.
[*]Sgt Clay now carries a shotgun and can collect ammo from fallen enemies. The shotgun is powerful at close range and can be chained into combos. The shotgun is dropped when Sgt Clay is knocked down and can be picked up with the gamepad's B button
[*]Improved, more impactful sound effects, and lots more of them.
[*]The combo system is more flexible, with basic, jumping and special moves more easily chained and combined with wall-bounces. Specials can now cancel/interrupt normal attacks to support higher combos.
[*]Extended the length of the demo stage, increased the number of enemies to fight through, enemies are more aggressive.
[*]Further developed the boss-battle - the boss has a larger move-set including special attacks and is more aggressive.
[*]Added more variety in basic attacks - the last attack of the basic three-punch combo can now be modified as DOWN+ATTACK to finish the combo with an uppercut launching enemies upwards (setting up longer combos) or UP+ATTACK to finish the combo with a kick sending the enemy across the screen
[*]Increased Iron Jackson's move-set further with a running shoulder-charge (ATTACK whilst running) and a throw attack from grab (GRAB, JUMP, ATTACK)
[*]A range of graphical updates - redrawn many background assets and introduced more foreground features. Added flame effects for some background features and special effects with Riot move. Redrawn some menu screens, added 'continue' screen.
[*]Further developed the 'Riot' feature; the gauge can be filled by collecting Gems (released by reaching 10,20,30... etc combos) and used either after one section is filled, or saved to unleash a greater scree-filling impact by filling both sections. Score multipliers are doubled whilst the Riot gauge is used, special moves extended and additional graphical effects.
[*]Added a new enemy type, wielding a hammer.
[*]Removed 'ground 'n' pound attacks for now - they'll return improved in a future update.
[*]A range of bug fixes.
We hope you enjoy the updated demo! All content remains work in progress, We're looking forward to sharing more updates as Fallen City Brawl's development continues.
Mike