Hyper Fighter 2 – Dev Log 0.4.0


"Tick Tock, Fighters!"

Hey fighters!
We’re getting close to wrapping up Phase 1 of the Hyper Fighter 2 roadmap, and 0.4.0 is a big step toward locking in that solid foundation before we unleash the madness of Phase 2.

This update is all about Idle Timers & Action Time Limits — or as I like to call it, “The Game’s Not Waiting For You, Buddy.”

What’s New in 0.4.0

We’ve added a brand-new Action Timer system designed to keep matches moving and prevent those “uhhh… are they still there?” moments. Here’s how it works:

  • Face-Off Phase: You’ve got 60 seconds to play a card.

    • Miss your turn? You take fatigue damage — starting at 1, then 2, then 3, and so on.

    • It’s a ticking clock that literally starts chipping away at you if you stall.

  • Other Phase: You’ve got 30 seconds to make your move.

    • If you don’t act, your turn ends.

    • Pro tip: Triggering effects or linking cards resets your timer — so play smart and keep the chain alive.

And here’s a little taste of the future:
When Ranked Mode arrives, these timers will halve — and get even shorter as you climb the ranks. The higher the stakes, the faster you’ll need to think.

Why We Did This

Hyper Fighter 2 is meant to be fast, strategic, and intense. Idle players or drawn-out turns kill that energy, so this system keeps everyone on their toes. Plus, the fatigue damage mechanic means you can’t just stall forever — the game will make sure the fight keeps moving.

What’s Next

Before we jump headfirst into Phase 2 and the chaos of Arcade Mode, we’re focusing on stability and bug fixes. We want the foundation rock-solid before stacking more layers of gameplay on top.

So keep battling, keep experimenting, and keep letting us know what’s working (and what’s not) over on the Discord. The community’s been awesome at shaping HF2 so far, and we’re just getting started.

JOIN THE DISCORD!
https://discord.gg/E48Z9gH6

Files

HyperFighrer_0.4.0.zip 25 MB
89 days ago

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