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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!