Progress on AI, Autocombos, and the Never-Ending Rasengan


Hey everyone, just dropping in with my first Devlog, a quick update on how things are going with Angelo’s Anime Level Fighter.
Progress has been steady, even if a few parts have been more stubborn than expected.

Basic AI Prototype

I’ve added a very early AI to the game. It’s nothing fancy yet — it walks forward and throws out random normals — but it helps me get a feel for how fights might flow outside of player-vs-player matches. The blocking logic is a bit random, but it’s a useful foundation to build from.

Making Autocombos Feel Right

I’ve been putting time into improving the feel and timing of autocombos. Genos especially needed work — his combo was so fast you often missed the final hit entirely. I've slowed it down just enough to make it land more consistently while still keeping his aggressive style. It’s little tweaks like this that really help the game feel more satisfying to play.

Visual Touches on Hitsparks

The punch-style hitsparks got a small but important visual upgrade. They’re a bit bigger now and have some slight size variation to make them feel more dynamic and less repetitive. Small touch, big impact.

Rasengan Rebalancing (Again)

Naruto’s Rasengan moves have been rebalanced. Double Rasengan was dealing more damage than his Ultimate, which obviously wasn’t the plan. That’s been toned down to fit better into his overall kit. Also finally fixed the Rasengan Dive bugs — this one gave me a lot of trouble due to broken frame data code, but it’s finally cleaned up and working as intended.

Goku Base Form – Design Block

I’ve hit a bit of a wall when it comes to expanding Goku’s base form. I want him to feel distinct from his transformations without being too simple or forgettable. Right now he has his core combo and some zoning tools, but I’m still figuring out how to round out his style in a way that makes him fun on his own terms.

Planning Sage Mode for Naruto

On the other hand, I have some solid ideas for Naruto’s next level. Sage Mode is coming, and I’m planning for it to bring a shift in his pacing and power. It might even come with a new mechanic, but I’m still working out the details. Either way, he’s getting some love soon.

That’s it for now. Thanks for following the project — even these early steps feel a lot more exciting with people watching. If you’ve got feedback, ideas, or you’re interested in helping out with art or effects, feel free to reach out.

– Angelo

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