text: Hi, I’m Elias, the main programmer and designer on Slap City, and in this post I’m going to briefly talk about some of the changes made to Slap City since the Alpha version. Doing the alpha was a lot of fun, we got a lot of great feedback, and I’d like to thank everyone who participated! Now, Slap City entered Early Access! Can you believe it? I can hardly believe it, it’s been in development forever and now people can buy an unfinished version of it? Boggles the mind.
  When a character is struck by a strong attack, they go flying. If the attack is strong enough to kill, the character goes flying all the way to the blastzone and explodes into confetti and bones. In the alpha, this took far too long to happen, but it was not something we in the development team were even feeling, having stared ourselves blind at the speeds characters were going at to even notice that it was all too slow to really feel fun. After all, if you’re destined to be KOd, all you were doing at that point was waiting, sometimes (for what could feel like) several seconds, for your character to make its way across the screen.
  The implementation that was come up with to solve this was simple; for knockback over a certain value, make the character execute their movement at a faster rate. This eats through large flight distances in a much shorter time, without changing how far you’d fly or be unable to act for. Additionally, high knockback values are now increased further by multiplying a portion of them slightly.