showdown throwdown updates
- jstn
- Mar 22
- 2 min read
ive decided to keep down on scope creep and make sure i have time to add a bunch of polish to the game and also build the cab for this game i am only going to do 4 power ups for super cincy.
i also decided to have two categories of power ups: active and passive. the active power ups will need to be used with the use item button and the passive ones just add some sort of bonus.
the 4 power ups that i have implemented for the demo are:
double jump feather: passive - this gives the character the ability to double jump.
stomp boots: passive - gives the character the ability to walk on spikes without taking damage and also jump on basic enemies heads to kill them (like Mario).
invisibility hood: active - when the player presses the use item button they disappear. for the local player this sets their alpha to 50%, for any other players this character is invisible. taking damage or attacking ends the invisibility. it is on a timer and also has a cool down.
dash necklace: active - this gives the character a speed boost for a short time.
these four power ups will be needed to solves the puzzles presented to get to the boss key.
current state:
this game was always going to be four players. the nature of it being 2D means there are a lot of challenges in level design to make it fair.

i wont really know until i can get some play testing but i think if i jumble up when players get power ups (people on the bottom get double jump first) and the order of the puzzles, it will make the time it takes for players to reach the boss even.
moving forward:
up next i need to build this new level (demo_level_1 aka test_level_4), then i can move on to making a working menu system, and finally the showdown mode.