It feels like we should have been able to see more upward, so that we could plan where the lil'Trumps would fall. The execution is quite good !
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Yes, I'm sorry the game is a bit fast, I'm a Street Fighter player and I aimed for about 1.5x/2x the time you have to react compared to Street Fighter V. But it's more about how I should put that on a curve I think. Like, having a longer timer on furnaces or a bigger temperature scale. To be honest, half of the code has been rushed down to make it in time, I spent a lot in fine-tuning Li's gameplay =).
I think if the hitboxes and the movements felt a little bit better, the distance at which you see the enemies fall wouldn't be a problem, cause you'd want to learn the moves better to be better at the game as well :) as Liump plays right now, I was never sure what my action would do, and if i would put a word on it that would be "inconsistent" :/ which is something you do not want as a Street Fighter player ^^
I get what you were trying to do though ! and it's a very good attempt at it :D
I feel the same, but only on the slide, the A-A was the most fine tuned. As I play it, I'll tend to be more likely slide if I try to move fast. Which is nice enough cause, it's also the use of certain move in SF. The sprite isn't fitting well enough though, and would need a slash effect to make the trick. The down bound of the hitbox isn't big enough too. this attack deserves more fine-tuning.
Like in the process of creation of Street Fighter, fine-tuning animation and properties is a big part of the job, it's also why there is so much balance in modern fighting game. There's some videos of SFV hitbox on Youtube, you'd notice they are really weird :P.
EDIT: In the last 3 days I've been craving the sensation of making and fine tuning animations like that, I think Li will do some other things =).