That face you make when you realize there’s 14,000,605 alternative futures and you’re in the only one without an aoe
▲ 22 r/ANRime

That face you make when you realize there’s 14,000,605 alternative futures and you’re in the only one without an aoe

u/davyart — 12 days ago
▲ 93 r/ANRime

love how people are finally realizing how dogshit the ending was on X

u/davyart — 30 days ago
▲ 11 r/ANRime

POV: if AOE happened back in 2023

(Basically 51q1x was gonna release a google doc filled with over 200 screenshots of aoe deniers)

u/davyart — 2 months ago

Tuca Donka hits different now that the Hakari v Kashimo fight is animated. I’ll enjoy the OC Music that comes out the fight, but I also wouldn’t mind the Tuca Donka edits over it.

u/davyart — 4 months ago

Yuji upscale from Death battle, this is an EASY fuckin win for Goatadori Wuji

u/davyart — 5 months ago

Working on a Roblox battleground fighter codenamed Project Lotus

This is a long-term PvP combat game focused on fast, skill-based arena fighting with constant action and no downtime. The goal is to build something with the same intensity and flow as games like Jujutsu Shenanigans, but with its own identity and systems.

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Core Vision:

R6-based combat system built for speed and readability

Fast melee combo system (M1 chains + heavy attacks + finisher pressure)

Ability-based combat mapped to 1 / 2 / 3 / 4 keys
High-mobility movement (dash tech, air combat, chase potential)

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No safe zones, the entire map is a battleground at all times

Instant respawn PvP loop (no waiting, always fighting)
Emotes system for taunts, mind games, and victory flexing

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Combat Direction

Combat is built around:

Combo chaining and timing
Skill-based dodging and blocking
Ability mix-ups and pressure tools
Movement advantage over raw damage spam

The goal is clean, readable, competitive anime-style PvP rather than chaotic spam combat.

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Starting Character Direction

First 3 characters planned:

(REDACTED)-inspired kit → rushdown pressure, clone-based mix-ups, fast aggression

(REDACTED)-inspired kit → mobility, ranged pressure, teleport-style slashes

(REDACTED)-inspired kit → pure hands, speed combos, no-nonsense melee fighter

Each character will have:

Unique M1 combo style
4 abilities (1–4 system)
Ultimate/awakening mechanic
Distinct playstyle identity

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Map Philosophy:

Medium-to-large battleground arenas
Vertical combat layers (ground + rooftops + structures)

Multiple fight zones happening at once
No camping-friendly design

Built for constant engagement and rotation

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Looking for a Small Dev Team

I’m looking for serious collaborators for a rev-share long-term project:

Scripter — combat system, abilities, hit detection, movement
Animator — M1 combos, ability animations, emotes
Builder — battleground map design (vertical PvP focus)
UI Designer — HUD, ability icons, menus, polish

Experience preferred, but portfolio work or prototypes are fine too.

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💰 Collaboration Structure

This is a rev-share based project (not one-time payment).

Split is flexible based on contribution and role

Long-term project focused on building something scalable

Goal is a polished, playable PvP experience that can grow.

This is a long-term project. Devs will receive a revenue split based on contribution, and payouts only begin once the game is actually generating Robux revenue (after release / monetization starts).

reddit.com
u/davyart — 5 months ago

Dm me proof of you choosing these students for free art commission of ANY choice

u/davyart — 6 months ago