Week 7: Hold to charge
Introduced a new type of superpowers — passives that modify the basic toolset. Replays!

What shipped
- charged strikes
- gray health
- AI's frame awareness rework
- reaction delay
- wake-up misreads
- back-dash retune
- replay: snapshot, free camera
Misc
The idea behind charged strikes is to give the super-strength power its identity. Now it's not just an active ability that does a big punch, it actually changes the way you play (or play against it). It wasn't easy to teach it to the AI and the ability itself took a number of tweaks, but it eventually proved that it's possible to add such powers to the game.
I wanted more flexibility with my abilities' damage, so now we have gray health: if you block a hit, you take temporary damage that restores over time.
Replays. A very nice thing to have. Very good for debugging as I can replay segments where some bug has occurred, also a must-have feature for bug reports. And it's also fucking cool to be able to see a replay of your run.

Next week
- maybe 3D modeling
- maybe something else
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