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Very cool concept! 'Strife Simulators' have always been favorites of mine, and this one is no exception, especially since I got an excuse to break out my Xbox controller. I enjoyed unlocking all the different characters, and the design wasn't bad. I was confused on how the mechanics worked, however, and ended up just pressing A and B over and over again. My biggest issue is that the game feels unfinished and unbalanced: as far as I could tell, some characters had more attacks than others, and the physics were a little weird sometimes (I'm henceforth a Jade Main, and her current 'meta' is attacking from across the stage with the A attack while the AI walks up slowly, then moving forward and pressing B, which launches her to the other side again). The Condesce fight was a sharp jump in difficulty compared to the others, and the tutorial didn't actually tell me how to play.

I would love future updates! I still had a great time with the game, and would love to see it grow.

I'm so glad you figured out the Jade strat! I had a lot of fun making her as broken as possible (she's seriously under-used in Collide, and one of my favourite characters, so I felt justified in over-correcting haha).  The main fights are supposed to be easier than the Cond, as the Cond would be controlling 5 People at once, and output would naturally suffer, as opposed to her full attention in her actual fight.


Could you elaborate on which characters you found lacking? We tried to give each character a unique playstyle, but its very likely we flubbed a couple, so feedback will always be welcome

The characters themselves are alright, I think, aside from being somewhat repetitive (Many characters, like Dad, Karkat, and Kanaya, have to run in close to their opponent to deal damage as fast as they can with a close-range attack. Characters like Roxy and Jade with bigger attacks and a more unique playstyle/use feel more fleshed-out as characters as a result.) I might be wrong about some of that, though, and that's the thing: I mainly found them lacking simply because I didn't fully know how to use them or what they did. I really liked playing as Roxy, but I couldn't consistently use her perfectlygenericobject-punch attack and ended up having to just run in and mash A and B. The biggest thing you can do to help your game, in my opinion, is add some explanation of how different characters work- what their moves are, how to use them (are directional inputs involved?), and maybe a general playstyle.

I totally approve of making Jade a really good character- the movement stuff she can do is some of the most fun I've had with a game like this!

We will absolutely fix our tutorial system, one of the things we wanted to implement was a testing room, but we ran out of resourses.  If you look through our tutorial menu, you'll see that some of the move triggers have directional indicators next to them, which is supposed to show B + stick input, for example.  As far as your comment on Roxy goes, she uses a Mana system indicated by her Super Meter to summon her objects, such as her perfectlygenericobject-punch, or perfectlygenericobject-drill; so we will definitely put in some reworking to make that more obvious in the future.  As far as your melee characters, we're always looking for notes as to how to improve the balance.  What would you suggest we try next?

Up to you!