Invincible VS Devs Share New Updates In Latest Livestream

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Gundroog
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Invincible VS Devs Share New Updates In Latest Livestream
Quarter Up devs and Aleks Le sat down to discuss the state of the game and its future.

The developers of Invincible VS over at Quarter Up have recently hosted a rather lengthy stream where they updated everyone on what's happening with the game, how they handled the launch, and what they're planning for the future, all while having a bit of fun along the way.

There's a lot to go through, but here's a quick recap.

Opening up, the devs shared some of the difficulties after launch, which had plenty of issues. Rip succinctly described the situation with "I thought the game is done, it's shipped, there'd be less [work] now, but no, it's the opposite!"

The early May hotfix was a good indicator of how hard the developers scrambled to start fixing up the ship before it sinks, and has largely helped to make the game a lot more stable in every sense of the world.

Care for community comes through in the fact that they both worked this hard and continued the stream with lots of shoutouts for recent tournaments and even specific players. There's an obvious level of passion here for competitive scene in particular.

Moving on to the bigger news, they mention the balance patch, but make it clear that there won't be too many details on the stream, and that it won't be crazy enough in scale to compromise the upcoming tournaments.

Instead, they did a small showcase to address some of the pain points. For example, the game used to have no infinite prevention system, but now there is a change to cooldown assists that slowly increases the cooldown, making it increasingly harder to loop attacks.

For blockstrings, mashing super should no longer be a viable answer to someone putting down basic offense on you.

Sudden Death has been a somewhat controversial part of the game. In an attempt to eliminate timer scam in favor of more active gameplay, Sudden Death slowly drained health from both players, and killed off all but last active characters. Interesting choice, but it was way too forgiving to the player who was down on health and was potentially two characters down versus a trio of healthy characters.

They are sticking with the system, but the changes should make it pretty fair and tolerable for everyone involved. If you were up on health, you are still at the advantage, and if you had characters remaining, they will not die. Instead, you can still make use of them, and potentially get an edge thanks to your health advantage, since Assist Breaker will eat up roughly 50% total HP from the assist character.

You will also notice a lot of smaller touches, like slower regen on red life, slightly different positioning on assists that enables more Happy Birthday situations, and there will be characters adjustments to round out kits, make certain things more consistent, or make problematic moves more punishable.

For a short fun break, this was followed by an art contest between Aleks Le, the voice of Invincible, and Rip. The two tried to draw their best version of Invincible and Aleks won by a mile.

Round 2 was Conquest, with the win going to Rip.

The deciding round was for the Beast

After a draw from the judges, the competition was decided by the final round where the two drew Monster Girl's big form, where Aleks Le cemented himself as the champion of the arts.

After that Rip coached Alex Le to level up his game, but there is one more segment at the end where they answered a few of the community's questions:

Q: Any plans for further adjustments to motion inputs to make them feel better?
A: Yes.
Q: When will we see the new DLC characters?
A: This summer, Universa and Immortal.
Q: What is the team's balance philosophy?
A: Our philosophy is fun, the game has to be fun, that's what we balance around. We look at what the player perceptions are and how to address those. Maybe it's not specifically "A" thing that they're targeting, maybe it's something else that creates that symptom. So we try to focus on what creates that friction and the perception of a lack of fun. We're always fun first, make shit awesome and cool, and what would you want to do? Not outright nerfing for the sake of nerfing.
Q: Can you still spam assists during block stun?
A: No, and technically that was never possible, but there were gaps that allowed this that no longer exist.
Q: Will the DLC characters be available to try in practice mode?
A: Yes!

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