Heatwave (version 0.9.9.9) - Arcade Mode (Sparrow)

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Published on ● Video Link: https://www.youtube.com/watch?v=WiwQ0pi-UQg



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Purchase the game here: https://monochromesoft.itch.io/heatwave

Heatwave is a 2D fighting game developed by indie developer Monochromesoft, featuring both a semi-retro presentation with its NES-like pixel art style and perhaps one of the most free-form combo structures in any fighting game ever.

Gameplay is mostly your standard, three-button airdasher, where you select one character and an assist. Besides your normal attacks, there is also a button primarily used for performing parries and super attacks (D) and another to summon your assist (S). You can dash, parry (and cancel to either movement or an attack upon a successful parry), and each fighting mode has an extra type of jump, unique to these fighting modes.

Meter is primarily used for EX attacks (one bar), Dead Angle attacks (a guard cancel get-off-me attack done by pressing BC during blockstun and costing two bars), super attacks (two bars) and ultra attacks (two bars), the latter of which is only accessible if you have 30% health or below but is generally more powerful than a super attack. Assists also have a separate meter, and both special and assist meters refill over time, although the former also increases by performing and receiving attacks (both on block and on hit).

There are three fighting modes in this game, with one more unlockable (since that is treated as a spoiler, that fighting mode won't be mentioned here). For a start, the "Speed" fighting mode has a free-form combo structure (allowing you to chain normal attacks to stronger normal attacks to special moves to EX special moves to super attacks to ultra attacks), in addition to giving you the ability to short-hop, airdash, and extend your ground dash.

Meanwhile, the "Power" fighting mode has a stricter combo structure (you can't chain normal attacks to stronger normal attacks, but you can still chain normal attacks to special attacks, EX special attacks (which you can also chain from special attacks), or super/ultra attacks), but has higher damage in attacks overall, and the ability to do a long jump instead of a short hop. Any successful parry done in this fighting mode also stuns the opponent. You also gain access to the "Overdrive" state (22D, requires all four bars of meter), which, for a limited time, grants you increased damage, the ability to dash cancel any normal and special attacks, and the ability to use ultra attacks freely (although performing a super, ultra, or dead angle attack drains the timer).

The "Team" fighting mode has you select a second character instead of a proper assist character. This fighting mode has a combo structure similar to the "Speed" fighting mode - you can chain normal attacks to stronger normal attacks, although you can't cancel special moves to supers, and instead of a short hop or a long jump, you have a "homing jump" that adjusts to where your opponent is. Perhaps the biggest advantage is that you are able to play two characters as a tag team (with health being significantly reduced to compensate for this, as having both characters downed results in you losing a round).

You can switch between characters (normally done by pressing BC) while you are in the ground, as a move-cancel technique during a combo (although this also counts as a burst and thus uses up your burst meter), or after a super/ultra attack or a dead angle attack (by inputting 236S during the attack). How assists work in the "Team" fighting mode is also reworked. You have three total assists, and the attack that comes out depends on which direction you are pressing when you summon the assist (5/2/4 or 6 +, S). During an assist attack, you can also switch with the assist by pressing S. Of course, having your partner downed means that you won't gain access to assists for the rest of the round.

Arcade Mode has you fight against eight random opponents, with the fourth and final opponents being pre-determined - the fourth opponent (Hawke in Sparrow's route) is character-specific, while the final opponent is the same for all characters.