Punch Upon a Time Demo · published · build 25089248
Pocket Items now have shinier VFX to reflect their rarity.
Airships have received a large visual update!
The yellow outline around YOUR character is now softer and less jagged.
Hit VFX are partway through an update. You may see some things that look a bit strange -- mind the dust!
All characters now have unique get up attack animations and hit data.
Now allows for selecting the following before starting training:
Stage
Opponent Character
Opponent Bot Level (defaulted to 0, meaning they will not move except for recovering when knocked offstage)
Random Stage Selection has been added. As lobby host, click the "Customize" button to open a stage list where you can toggle selections on and off as you'd like.
Mode Settings have been added. As lobby host, click the "Settings" button next to the mode to open menu where you can adjust the following settings:
Time Limit
Team Attack
Stocks (if used in the selected mode)
Max Score (if used in the selected mode)
Mode Info has been added. Once a mode is selected, anyone in the lobby can click the "Info" button to learn more about how the mode works.
Now includes a few more concepts (Grabbing & Throwing, Using Items, etc.)
Now features a brief fight against a bot at the end of the level.
After defeating the bot, you will embark on the "Maiden Voyage", a simplified and shortened version of Squad Saga against bots which explains the mode in more detail.
Captain Hook
Voicelines have been implemented.
Ultimate
SFX Volume level has been reduced
Down Special
If Captain Hook is hit before the cannonball explodes, both the mark and the cannonball will be lost.
Up Air
Upward impulse only applied on the 1st use of the move each air time
Multi-hits should now connect more reliably
Total damage from all hits reduced: 17.5% -> 13%
Dash Attack
Multi-hits should now connect more reliably
Total damage from all hits reduced: 14% -> 12%
King Arthur
Down Special
Non-ultimate version now scales the amount of stun the attacker suffers based on incoming damage. This means countering deadlier attacks will give you the opportunity to follow up with bigger counterattack options like heavies.
Up Heavy
Sweetspot hitbox at tip is now stronger.
Down Air
Spike hitbox has been adjusted. It's now a larger hitbox placed more around the middle of the blade.
Down Heavy
Front hitbox is now stronger, and sends at a much more upward angle.
Black Knight
Weight: 145 -> 130
Side Special
Grounded version now creates a small wake of shadowflames when slamming the victim into the ground.
Up Special
Now more lenient with letting him slide along the ground during the motion.
When traveling across the ground, leaves behind a trail of shadowflames.
Up Heavy
Now comes out a bit slower.
Forward Heavy
Now comes out a bit slower.
Forward Air
Reduced damage, knockback, and shield damage.
La Rosa
Down Air
Fixed an issue where the first 2 hits of this move were applying more hitstun than intended.
Hitshift has been added.
You can hitshift once per hit by inputting a fresh direction during hitpause to move your character a small distance (this is in addition to regular DI).
Visuals have been improved for:
Hooded Treetops
Treefort Field
Lilypad Lake
Ambient VFX have been added to the following stages:
Locomotive
Big Boot
King's Court
Pearl Paradise
Dragon Canyon