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(1 edit)

Yeah in the current state even if you can move again as you're falling if you don't have double jump there isn't much you can do to actually recover, move speed in air is very slow. directional airdodge should alleviate this along with other changes. thank you again! Any more feedback would really be appreciated.

dead. where did you go :(

something about dying too fast! especially in campaign, it feels very wrong for sometimes to just die off of a single hit because your enemy had something like boot or higher damage on every move they have. blast zone kills as well are very dangerous and can be easily achieved by just pairing multiple knockback cards on a single move; and especially happens a lot on the snow stage with your usual heavy attack killing not from the sides, but FROM THE CEILING BLAST ZONE, which implies that ANY HIT THAT MOVE CAUSES WILL INSTANTLY KILL ON THAT STAGE WITH THAT LEVEL OF KNOCKBACK!!!
terrifying...
i definitely would double starting health and probably destroy the concept of vertical blast zones
also, wall stalling! it's difficult to handle and it's really easy to get away with it! the ai is a great example of this on the jungle stage. they either kill themself, leaving you deprived of exp, or make you take the risk of dunking them, which, while hype, will usually end up making YOU die most of the time. i think 10 wall jumps per off the ground should be good ala brawlhala (does not play brawlhala).

cancel cards should be user-programmable! example, your usual standing heavy into whatever you like instead of a another forced option, because sometimes you get situations where you get stuff like boot into fireball, which is good on paper, but if the opponent has only 3 hp, is irrelevant. it would essentially let you prevent cancels that are devoid of use!
also please meterless cancel to cancel if they're going in strength order (if going backwards, then cost meter) and also please free generic light-heavy cancels but also this would make you need to add damage scaling which like is shrug emoji
also just thought of this, i feel like air light should act more like a usual smash sex kick, with a hitbox all around the lower body instead of being a straight attack. it would probably fill the niche of a falling, quick air move that you are currently devoid of since you don't have air customs but either they come sooner or later this happens!