This is such an amazing game Mori! I absolutely love the idea of using various "positions" for "attacks". It transforms the game from a typical violent fighting game into something more like a "non-violent erotic wrestling Match". This makes it much easier to immerse myself in the fantastic animations you've created. Also, I have to say, the way the sound effects and voice change based on the characters' state is brilliant—it really enhances the immersive experience. I've been playing it on and off for several days now, and I genuinely love it!
That said, I do have a few suggestions. I'm not sure how difficult they might be to implement, as I only have a basic understanding of Mugen's code.
1. Since the game doesn't require complex input techniques, I often choose to watch AI battles in Watch Mode. However, I noticed a few issues:
① In Watch Mode, characters often use MP multiple times after "ejaculating", continuing until their energy bar drops below 1. This leaves the AI unable to use escape skills as BOT then due to the lack of energy. This issue reduces the excitement of AI battles. As it looks weird to use up all your energy on MP and put yourself in a dilemma.
② When AI character has Assists or controls other who has Assists, it always switches BOT or TOP once if AI has enough energy. While switching roles is a great feature, it costs 2 energy bars only to switch and almost has no effect, which can disrupt the balance of AI battles.
Suggestions:
① Could you implement a code-level restriction that temporarily disables MP use after an attacker finishes one MP action? This would directly address Issue ①.
② Could you adjust the probability of AI using MP or switching Assist through Mugen's random number generator? This would allow AI to use these skills with a certain likelihood rather than every time. If feasible, you could also introduce a similar random probability for AI switching positions during battles, as the current AI seems to switch positions too infrequently.
③ Could MP and Assist switching be given unique reward or penalty mechanisms? Currently, these skills seem to only provide visual effects, whereas escape skills, which also consume energy, can significantly prevent HP loss and impact the match outcome. In AI battles, energy spent on MP or Assist switching feels less valuable compared to using it for escapes. Adding specific rewards or penalties for MP and Assist switching might make the matches more dynamic and exciting.