Streak is a platform fighter formerly developed by Pyro Enterprises as both a love letter to games in the genre, including Super Smash Bros. and Rivals of Aether, as well as classic platforming series Mega Man. It is now being developed by Kutenaiabi. The game is being released on both the Pyrohedron, the Midas and the Pharo, with cross-platform gameplay said to be in the works.
The game is said to based around having an "unprecedented level of character customization", with players able to customize characters and their abilities at a core level.
Gameplay[]
Gameplay in Streak is similar to most platform fighters- players battle across a 2D stage by running and jumping as well as utilizing various attacks and special abilities. Unlike most platform fighters, the health of players is not tracked by percentage, but by an armor-like system referred to as the Health Tri. The Health Tri is a triangle-shaped meter that acts similarly to a traditional health bar, but every time it is emptied, it instantly fills and transitions from its starting blue color and fades closer to red. Every time the Health Tri is reset, the player will suffer more knockback from attacks, changing from essentially no knockback on the first Tri to extremely high knockback on the ninth or tenth Tri. Each Tri consists of 35 HP.
Much like Smash Bros., death occurs when a player is launched off the stage via knockback. Upon respawning, the player is set back to their first Tri. This will also deduct a point or stock in Time/Life matches.
Streak[]
The Streak is a central gameplay mechanic- it acts as both the player's combo meter and a traditional "super meter". As players build combos, their Streak rises depending on the number of hits they manage to make, with the total being added to the player's SP after the combo finally ends by taking damage. If a player dies with a running Streak, the Streak is erased rather than being tallied. Long enough Streaks in very close succession may trigger multipliers, which increase the SP earned after the Streak ends.
After SP is tallied into the player's total, the player is able to spend it mid-match on various rewards, such as healing, offensive or defensive items, stat boosts, or powerful attack abilities known as Streak Enders. The player selects a reward to spend SP on via the Pyrohedron or Midas's scroll wheels, then presses both bumper buttons to spend SP and purchase the selected item or buff.
Controls[]
- Left C-stick: Move/Jump (if Tap Jump enabled)
- D-Pad: Taunt
- Start: Pause
- Delta/Circle/Gamma Button: Basic Attack
- Delta/Circle/Gamma Button (hold): Charged Attack
- Alpha/Cross/Omega Button: Power Attack
- Scroll Wheels/Bumpers (Pharo): Select SP Reward
- Left/Right Bumper/Trigger (Pharo): Parry/Midair Dash (if enabled)
- Left/Right Bumper/Trigger (Pharo) (both): Purchase SP Reward
Modes[]
Versus[]
Battle[]
A standard multiplayer battle inspired by Smash Bros. Choose your characters, set your rules, pick a stage, and get to fighting!
Solo[]
Story Mode: Synthesis[]
A story mode starring Strika as she ventures across the world to determine why Synths are being corrupted by a mysterious virus, and hopefully save them from it. Synthesis is similar to a fusion between classic Mega Man games and Subspace Emmisary from Super Smash Bros. Brawl, having the player as Strika navigate large levels to reach the boss at the end.
Within each stage are several varieties of enemies, which do not make appearances in the main Battle modes and are primarily fought in Synthesis itself. If killed by Strika's Neutral Power, Analyzer Shot, each enemy changes one of Strika's attack moves to a unique attack or grants her passive perks, slowly customizing her over the course of the level.
Boss characters are one of the primary playable characters save Strika. Though they do use default customization options otherwise, these characters are customized to have elemental weaknesses and resistances that are normally not applied in the base game, making them act more like traditional Mega Man bosses.
Customization[]
Character Editor[]
One of the most in-depth modes in Streak, the Character Editor allows players to save up to 10 customized variants of each character and utilize them in combat. Players are given a set amount of currency known as XP, which they can spend on various enhancements to the character in order to change up various aspects of their attacks and abilities. In contrast, players may weaken some aspects of the character in order to gain extra XP, which can be spent to further enhance other aspects. The customizable aspects of characters and their moves are as follows:
Character Attributes[]
Name | Effect | Varieties |
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Attack Power | A general power multiplier given to every attack a character possesses. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Damage Reduction | A general defense multiplier given to a character, making them take less or more damage depending on the option given. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Movement Speed | A general movement speed multiplier given to the character. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Jump Height | A jump height modifier given to the character. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Weaknesses | Add an elemental weakness to the character. Adding weaknesses supplies large amounts of XP, but also makes the character take 1.75x damage from an attack of that element. |
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Resistances | Add an elemental resistance to the character. Adding resistances costs large amounts of XP, but also makes the character take 0.5x damage from an attack of that element. |
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Physical Attack Attributes[]
Name | Effect | Varieties |
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Horizontal Hitbox | Manipulate the size of a move's horizontal hitbox. | Slider |
Vertical Hitbox | Manipulate the size of a move's vertical hitbox. | Slider |
Startup Lag | Adjust the lag time a move takes between a button press and the action being performed. Shorter lag uses more XP. |
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Ending Lag | Adjust the lag time a move takes between being performed and the animation ending. Shorter lag uses more XP. |
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Times Hit | Change the amount of strikes the move deals- damage is divided between the strikes. |
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Launch Angle | Adjust the angle that a move sends an opponent after they are hit with it. This angle merges with the angle of knockback the move already possesses. |
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Attack Power | An attack power multiplier given to a specific attack. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Element | Add an elemental attribute to an attack. Will erase the element of an attack if it already has one. |
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Ranged Attack Attributes[]
Name | Effect | Varieties |
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Angle of Fire | Adjust the angle of a projectile. More extreme angles cost more XP, while negative angles have the reverse effect, giving more XP with use. |
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Diagonal Fire | Allow the user to aim their shots from straight forward (0 degrees) to anywhere in the range between the selected angle by hitting the directional input at these angles. More extreme angles cost more XP. If both Diagonal Fire and Curve are added to a projectile, it enables the user to curve the shot upwards mid flight by adjusting their aim. More extreme versions of both feature cause the curving to become faster. |
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Shot Speed | Affects the rate at which the projectile travels. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Homing | Applies a homing effect to a projectile. Stronger variants cost more XP, and increase the radius from which a projectile will begin homing. Very Light Homing only activates when close to an opponent, while Very Strong Homing activates as soon as the attack is fired. |
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Startup Lag | Adjust the lag time a move takes between a button press and the action being performed. Shorter lag uses more XP. |
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Ending Lag | Adjust the lag time a move takes between being performed and the animation ending. Shorter lag uses more XP. |
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Curve | Causes bullets to curve upwards during their flight. The angle of the shot does affect the direction it takes once curving begins. The more curving is applied, the sharper the curve will be. |
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Dissipation | Determines the method in which projectiles dissipate when they reach the end of their range. |
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Chargable? | Enables the user to hold down the input in order to charge the attack, causing a boost in damage. |
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Shot Count | Change the amount of projectiles fired. More projectiles equal smaller and less powerful attacks. |
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Reflect | Enable a projectile to reflect off of surfaces. Number chosen determines how many times a projectile can reflect. If a projectile reflects normally, this number stacks with that. |
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Attack Power | An attack power multiplier given to a specific attack. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Shot Range | Add a multiplier that determines how far a projectile can travel. Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Shot Speed | Change how quickly a projectile travels from its origin to the extent of its range.Positive multipliers cost XP, while negative multipliers give the player more XP. |
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Element | Add an elemental attribute to an attack. Will erase the element of an attack if it already has one. |
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Stage Creator[]
A stage creation engine, the Stage Creator acts as a throwback to the stage creator of Brawl by working as a block-based system similar to that of the Wii U title Super Mario Maker. Players are able to use a variety of tools to create stages on which to battle.
The available tools for stage creation are:
- TBA
Stages can be shared online, but are reviewed by moderators who are asked to playtest the stages before releasing them to the public. These moderators help divide the stages into two groups:
- Tournament Stages: These stages are deemed "tournament-legal" by moderators and are put in the rotation for Online Battles.
- Widespread Stages: Stages not deemed tournament-legal are marked as Widespread and not put into Online Battle rotation. These stages can still be downloaded off the Internet for use, but are only available in local battles or Friend Battles.
Palette Editor[]
Using simple tools, players can create a custom palette for their favorite fighter and take it into battle! Custom palettes can be shared online for other players to download.
Characters[]
Stages[]
TBA
Trivia[]
- The game's customization aspects were inspired by Mighty Gunvolt Burst, and the game was conceived after theorizing a possible fighting game with a similar level of customization.