Super Tilt Bro. 2.0-alpha6: Worldwide ranking!
What's new in the game?
You can now choose between “Casual” or “Ranked” mode. Casual plays just like before, while in ranked, your have a Match Making Rating (MMR). Winning a match gives you MMR points, while losing takes your MMR lower.
A worldwide leaderboard is available on the brand new official website: https://super-tilt-bro.com/leaderboard.html
Come, the top spot is waiting you!
You can ensure to be matched with your friend in this mode. Simply share a password to be matched together.
Starting a private game
When you receive a hit, there is a small time on which your character blinks and you cannot do anything. It is essential for combos, which consist of repeatedly hitting your opponent while in hitstun to maintain them in this state. Also kill moves, which send the opponent far away, rely on it to avoid the momentum being cancelled by a special move.
Hitstun duration has been slightly increased, it is now 1.5 times what it was. Before that, there was literally no true combo in the game. So, now Sinbad has more efficient combos, and Kiki's strong strikes are more dangerous.
Kiki's moveset change
Originally, Kiki's down-special put a wall bellow her while neutral-special was a counter strike. These moves swapped input, down-special is now the counter strike while neutral-special creates a platform.
It is a simple fix, as the platform is Kiki's main recovery move, and it is unintuitive to press “down” to avoid falling.
Kiki's counter strike revamp
The counter strike has now more active frames, and more end-lag frames. Moreover, if down in the air, it slows Kiki's fall. The counter strike is still active at frame one.
Kiki's new counter strike
More active frames means your timing may be a bit less precise to pull it effectively. More end-lag, on the other hand, make it is easier to punish Kiki for missing it.
The slow fall forces Kiki to setup a proper bait. The sudden change in momentum may make the opponent miss a strike, leaving Kiki vulnerable. It also lessens the risk being KO-ed by falling too low while in end-lag.
What's new under the hood?
Originally, there was only one server per region. This server handled the matchmaking and the games.
Now there is a new login server, which handles user accounts, a ranking server that computes MMR and a website. This architecture has been intentionally split in tiny very specific servers. Very specific servers are easier to debug and operate than big ones.
It also allows for a future migration to cloud hosting, theoretically if we split the matchmaking from the game server, we could spawn as many game servers as needed to serve all players at any time. Spawnable game servers would have another advantage: the end of region server, just spawn the server near the player. Of course, all that is just wishful thinking for now but better be ready, it costs nothing.
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