A December road map update - Part II
Hi everyone, Dan here again, back with part II of our tease of the next big Speed Brawl update!

PvP mode has to be our top-requested feature, and we are working on it.
We will be framing this mode as a race where players take turns to fight battles as quickly as possible and try to beat the other player’s time.
There will also be a simultaneous race mode where players try to do as much damage as possible before reaching the finish line.
Both of these modes make use of the existing combat system and we hope to launch them in the new year.

Enemies and bosses have been a recurring source of frustration for some of our players. We’re taking a few steps to polish them.
One recurring complaint has been enemies which block your punches and force you to attack from a certain angle. We’ve been playing with softening this mechanic a little bit and our next patch will see a number of distinct improvements:

We’ve also noticed that players can get overwhelmed easily with the complexity of certain enemies and how dangerous they are.
This is especially a problem in the Crown and Guinea leagues. We have taken a few immediate steps to rectify this in recent patches (reducing enemy counts and removing some attack patterns), but we have a long-term plan to continue working in this area.
Our plan is to take complex enemies with difficult attack patterns and transition them into the role of a mini-boss. We will then introduce variants of existing low-level enemies but with increased stats. This should make late-game battles more predictable and less crazy while giving each of those cool attack patterns more space to flourish in a mini-boss battle.
These revisions to reduce overwhelm will probably not be in the next patch but should be coming in the next few months.

As always, we’d love some feedback on these new features coming to Speed Brawl.
If there is anything we forgot, please drop us a comment below or reach out on our Discord channel.

Competitive Mode
PvP mode has to be our top-requested feature, and we are working on it.
We will be framing this mode as a race where players take turns to fight battles as quickly as possible and try to beat the other player’s time.
There will also be a simultaneous race mode where players try to do as much damage as possible before reaching the finish line.
Both of these modes make use of the existing combat system and we hope to launch them in the new year.

Enemy Revamping
Enemies and bosses have been a recurring source of frustration for some of our players. We’re taking a few steps to polish them.
One recurring complaint has been enemies which block your punches and force you to attack from a certain angle. We’ve been playing with softening this mechanic a little bit and our next patch will see a number of distinct improvements:
- A counter will always work for blocking enemies and will now knock enemies down (even big ones).
- Enemies lose their armour when knocked-down, opening them up to a flurry of counter-attacks and making the dodge-counter more valuable.
- Hitboxes on all enemies which use the blocking mechanic has been tweaked to be less punishing.
- Smaller enemies which used to block no longer do to remove confusion.
- The reaction time of blocking enemies has been reduced so they don’t follow you as aggressively.

We’ve also noticed that players can get overwhelmed easily with the complexity of certain enemies and how dangerous they are.
This is especially a problem in the Crown and Guinea leagues. We have taken a few immediate steps to rectify this in recent patches (reducing enemy counts and removing some attack patterns), but we have a long-term plan to continue working in this area.
Our plan is to take complex enemies with difficult attack patterns and transition them into the role of a mini-boss. We will then introduce variants of existing low-level enemies but with increased stats. This should make late-game battles more predictable and less crazy while giving each of those cool attack patterns more space to flourish in a mini-boss battle.
These revisions to reduce overwhelm will probably not be in the next patch but should be coming in the next few months.

As always, we’d love some feedback on these new features coming to Speed Brawl.
If there is anything we forgot, please drop us a comment below or reach out on our Discord channel.