AFPD v. 0.5.0


This update adds a plethora of new features as well as a heavy coat of polish and balance tweaks.


New Features:

  • Added basic CPU Opponents!
  • Added a Training Mode!
  • Added timed battles;
    • To use only a time limit instead of stocks and/or time limit, set stocks to zero and the winner will be determined by who gets KO'd the least.
  • Added a fullscreen toggle! Click inside the window to toggle fullscreen.
  • You can now toggle visible terrain collision via the game options menu.
  • Combo counters are now functional in matches with more than 2 players.
  • You can now disable certain players on the CSS without reducing the player count; Useful for rotations.

New Gameplay Additions:

  • Added attack clanking
    • If two grounded attacks collide and their damage is within 10 of each other, both player's will reset to idle with calculated hitlag based on the average of the two damages.
    • If they are not within 10 of each other, the weaker attack will be cancelled.
    • Aerial attacks do not clank with grounded attacks or other aerial attacks.
    • If a grounded or aerial attack collides with an active item or projectile:
      • If the attacks damage is greater than or equal to the item/projectile damage, the item/projectile's hitbox is cancelled and the item bounces upwards.
      • Otherwise, a different effect will play and the attack's hitbox will be cancelled.
    • Certain attacks do not clank under any circumstances, acting as they would have before this update. Those attacks are:
      • Carpenter Chicken's crates (both spawn and explosion).
      • TC-C016's special attack, as well as their GAD and GAU.
      • Sputnik's special.
  • Added perfect landing
    • Even though landing lag is very low in this game across the board, perfect landing is just cool.
    • If you land on a platform with a low enough vertical speed, your landing lag will be cancelled.
    • This itself introduces another new technique: Auto-Perfect Landing.
      • Perform a neutral air dash right as you would land on a platform to automatically perfect land.
  • Added fighter push-away
    • When two opponents get close enough to each other, either of the two, if they are grounded, will be pushed away slightly.
    • This is disabled while performing a dash or an air dash.

Notable Gameplay Differences:

  • Player-terrain collision is handled a bit differently in this update, using a traditional diamond style collision. Enable visible terrain colliders for more info.  
  • You can now ground-bounce opponents on platforms.

Notable Audio/Visual Differences:

  • UI sfx overhauled.
  • The game's fonts have been overhauled.
  • Hit sfx have been heavily fleshed out.
  • Fast falling and perfect landing will now produce a particle effect.
  • Prince Slime now has full, and very good, voice acting.
  • Carpenter Chicken now has full "voice acting." (I'm not sorry)
  • Sputnik voice clips tweaked and fleshed out a bit more.
  • A bunch more stuff I'm sure.

Balance Tweaks:

  • All Characters
    • It's now easier to perform a heavy item throw, instead of a frame-perfect buffer, you can now heavy throw by performing a normal throw and releasing the analog stick before the throw is performed.
    • Made it easier for all characters to double jump closer to the ground.
  • TC-C016 (Buffed)
    • Using TC's special will now limit their falling speed to 0.3x their maximum falling speed.
    • Double jump vertical speed  1000 -> 1250
    • AAN 
      • Startup 10 -> 7
      • Backwards Hit
        • Strong Hit BKB 10 -> 17
        • Strong Hit DMG 16 -> 17
        • Late Hit BKB 0 -> 5
        • Late Hit DMG 10 -> 13
        • Strong and late hit hitbox height 56 -> 68
    • GAD 
      • Startup 17 -> 10
      • Greatly increased hitbox size
    • GAN 
      • Startup 17 -> 12
      • Endlag 25 -> 18
    • GAU 
      • Startup 17 -> 15
    • AAU 
      • BKB 20 -> 1 
      • KBG 60 -> 90


  • Prince Slime (Balanced)
    • AAN 
      • Startup 3 -> 6 
      • Endlag 11 -> 13
    • GBN/ABN
      •  Startup 18 -> 14
    • Horizontal air dash speed 600 -> 560
    • Air Dash Intangibility  30 -> 20 frames
  • Sputnik (Buffed)
    • Increased horizontal momentum from a ground jump to 220.
    • Horizontal momentum from a double jump 160 -> 180
    • Vertical momentum from a ground jump 550 -> 560
    • Vertical momentum from a double jump 430 -> 500
    • Horizontal air acceleration 20 -> 30
    • Horizontal air speed 380 -> 400
    • Horizontal momentum gained from an air dash 450 -> 600.
    • Sputnik's GBN and ABN no longer cancel vertical speed.
    • Decreased hurtbox and terrain collision size.



Notable Bug Fixes:

  • TC-C016 now renders correctly in team battles.
  • Fixed issue where stock icons would be positioned incorrectly in matches with more than 2 participants.
  • Improved HUD positioning in general.
  • Fixed issue where dropping a marker on the controller remap button ruins everyone's day.
  • Fixed issue where Sputnik can "land" at the bottom of the stage.
  • Carpenter Chicken's crates can now be more easily attacked by cats.
  • Fixed issue where players can drift off while the game is paused.
  • Fixed issue where Prince Slime does not shed intangibility when attacking.
  • Crate ownership now properly transfers when the crate is struck by a projectile.

Known Issues:

  • Not all characters have accurate grip positions yet.
  • Player 3 & 4 spawn positions on Failure City are incorrect.
  • Camera needs TLC for 4 player matches.
  • Respawn timer doesn't pause when the game is paused.

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