Another big fat update, added a big mechanic. Most of this art isn’t final, and still need to fix some graphical glitches (potion spouts should have smoke puffing out the top as they roam the battlefield and the potion sparkles don’t travel to player 2 when player 2 busts the potion open) Also charge potion is glitched at the moment when it comes to the charge meter and number of shots.
All potions require 5 hits from a player for that potion to be used on the player, with the exception of the Skull Potion which activates in one hit.
Think of potions like a smash ball. They can be good or bad and can affect the battlefield in a myriad of ways. They’ll spawn every 10-20 seconds and despawn if not activated within every 10-20 seconds.
The Skull Potion, if attack, will travel to the offending players side of the field and begin assaulting their side.
The Shield Potion protects the player from all shots for a limited period.
The Wall Potion creates a wall where it was busted open. It then reflects shots back at the player opposing the player whom open the Wall Potion.
The Fireball Potion gives a player unlimited shot meter for a limited period.
The Charge Potion turns the players next three shots into charge shots and they don’t cost any charge meter to cast.
As for the despawn, the Potion Seller/Traveler meme is one I hold dear to my heart, hence when the potion is on the field for too long and hasn’t been activated, those two will come out from the sides and grab the potion to take it away. I got the permission of the guy who made the meme to use them, he’s awesome and you can find him on Twitter at  @JustinKuritzkes.
Speaking of Twitter, to remind everyone, I use Tumblr for big fat once every few month updates. If you want quicker tidbit style updates, I post progress pretty frequently on Twitter at  @tyro_techie, feel free to give a follow. I post about once or twice a week for screenshot saturdays and indiedevhours when I can.








