Hey There,
We are back once again with some more update and information about our game Clan N.
First, as usual, some update regarding the release. We made a good progress on platform certification, which is needed to be allowed to released on that platform, and already have passed on majority of it, including Steam! There's particularly one platform where there is a specific issue we are trying to solve with the help of the support guys and hope to solve that problem within this week as well! So, it's gettibg very close ːsteamhappyː.
The GamePlay
By looking into the screenshots and not playing the demo yet ːsteamsadː, you may wonder what makes this game different than the others, apart the very small characters, which is for a reason so let's try to answer this question.

In our game description we state that Clan N is a mixture of today's modern brawlers with old time arcade beat em ups and this reflects to the core gameplay mechanics. The old beatemups mostly play on 2D horizontal gameplay area, contains a bit of a slow paced movement characteristics and rely on mashing the punch button more leads to win formula. On the other hand, today's modern brawlers, with the 3D gameplay area prove more freedom on movement, got more tactical with heavy reliance on block and dodge/roll mechanisms as well as speed up in pacing. Also in older games where you could play 2 - 4 players together the modern games mostly turned into one player experiences. With this idea, we constructed Clan N as ; feeling tight and slick, have the ability to dodge/roll and block from enemy attacks anytime you want and have the ability to play in a 3D area with multiple users. This also reflected the look of the game since with 4 players and enemies along the screen, you need enough play space to use the abilities mentioned above so this made the game items a bit smaller than what people get used to. On the other hand, this also gave a unique character to the game so it's became a win win situation ːsteammockingː.

Let's dive a little more into the gameplay aspects. As expected, you have light and heavy attacks bound to different buttons/keys. A combination of light/heavy attack button/key taps allows you to create different combos such as uppercut, air to ground punch, shoulder dash, etc. Combos can only be created while you are hitting an enemy and if you get a hit, it'll get reset. This combo hits does also increase your hit amount which you can see under your character HUD and the more hits you make, the more points you'll add to your score. Not only this, each hit increases your damage you make onto your enemy when you hit so a first hit will be much less effective than the one you make at 15 hits.
Charge attack is an attack type which is used for automated quick hits to your enemy once activated. It has it's own meter under your character and fills up with every hit you make to enemies. To activate it, you can hold your heavy attack button/key and once you see a tornado character around your character, it's ready so you can just release the button/key to slash the closest enemy you have.
Another item is the throwable shurikens/knives. Simply tapping the throw button will throw a shuriken/knife into the closest facing enemy and it feels so satisfying to do so! Don't forget that these are limited so use them wisely and collect them through the levels or buy them from the shop. Another neat feature of these shuikens/knives can be attached to ropes, if you hold the throw button rather than tapping, this allows you to pull the hit enemy into nearby to attack him/her further and whenever I do this, I always feel the need to say get over here, I wonder why !?!?! ːsteammockingː
And the last item is a must for every beatem up, your special attack. Each character has it's own unique attack as Akira bening the master of Lightning, Reina beign able to control the Ground to Punch, Daiki being able to create Tornados and Tarou being able to call his Dragons to burst flame into enemies.

Once again we reached the ending of our another gearing towards the release post series. We hope to see you next time again with hopefully a very happy news! Till than, #StayHome and #KeepGaming...
Regards,
Creamative